bruh.... LB can be interrupted, its called imping them.Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.
This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.
Even DRGs can get killed before they're untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.
Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.
While it's true that any LB will get shut down if the LB user gets killed before the effect resolution, as Reinhart said some LBs can be stun interrupted (Zantetsuken), and some can't (Spite).Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.
This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.
Even DRGs can get killed before they're untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.
Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.
The target not being targetable anymore is not a guarantee for LBs to fail, but again it depends of the LB. I've already sniped DRGs that were in the air just because Spite was used before they jumped for example.
Actually I can probably explain that Zantetsuken vs Spite comparison, for anyone reading this and being curious.While it's true that any LB will get shut down if the LB user gets killed before the effect resolution, as Reinhart said some LBs can be stun interrupted (Zantetsuken), and some can't (Spite).
The target not being targetable anymore is not a guarantee for LBs to fail, but again it depends of the LB. I've already sniped DRGs that were in the air just because Spite was used before they jumped for example.
What spite actually does is just do one big attack no strings attached. It is merely animation delayed but it has otherwise no components. That's why in the current iteration you can't late guard it or imp it.
Zant is different because it consists of:
- gapcloser
- damage calculation based on Kuzushi existing
- AOE propagation (i.e. the order people are hit)
- the actual hit
in roughly that order. This is why Imp works, because you can stop it before the gapcloser as imp changes how your character interacts. Stun or Silence does not work however as they block the press of the action key, not the action.
And to go full circle, the reason neither truly stops Relentless Rush going into Terminal Trigger is because it is a channeled buff with an expiration effect like Wildfire or Death Warrant.
Hope the info is useful for some.
Last edited by Reinhardt_Azureheim; 08-02-2023 at 06:45 PM.
What you want is essentially Purify Resilience so you have an option to engage with it and not being bullied to shit.
Fetter Ward. An action that I am suggesting on every turn as it gives people more agency during engagements and with a short enough duration forces people to consider how long they can overstay their welcome. Could even be something where it eats the next two or three CC only and then the 4th goes through.
As a ranged DPS player, I am staunchly opposed to any Fetter Ward addition, as it would ruin our role even further, but I already talked about it extensively in another post. That would be literal cancer to deal with.What you want is essentially Purify Resilience so you have an option to engage with it and not being bullied to shit.
Fetter Ward. An action that I am suggesting on every turn as it gives people more agency during engagements and with a short enough duration forces people to consider how long they can overstay their welcome. Could even be something where it eats the next two or three CC only and then the 4th goes through.
Obviously an adjustment like readding Fetter Ward would not come in solitude. Naturally this is supposed to come with other changes such as access to non-Guard mitigation with less strings attached, such as Tanks with Reprisal or similar, Ranged with something akin to Tactician or Palisade and so on so Ranged players would have more agency over their HP bar compared to say Dragoon or Samurai.
A plain addition of that in current state in a vacuum would be fatal.
Too bad you just need a friend too coordinate queue based on eorzean time. I will use whm lb As my friend dives in and use his gnb's lb. It felt great when we pulled off a triple kills from that.
That would be better but I'm still not convinced. Fetter doesnt promote a lot of skill play and puts the lower end of the player base even more at a disadvantage because they would not be using it, or not at the right time due to fundamentals like bursting, etc, not being met. Also, it's a tool for melees, plain and simple, not for ranged. I'll still take it for when I wanna go in, which can happen for sure, but it's helping me twice less than it's helping melee DPS to kill me.
At first I thought it was a PvE post I was like OH LAWD DON'T BUFF GUNBREAKER AGAIN
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