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An interrupt is any action that prevents a foe from completing its current action. Skills which are interrupted have a 5 second cooldown before they can be cast again. Chains are reset to the first skill in the chain any time the player is interrupted. Skill activation can be cancelled by a player casting the skill, but is not considered interruption. When an interrupt occurs, the word Interrupt! appears on the screen.


[edit] Effects causing interruption

Most interrupts are caused by control effects. As such, the stability boon provides immunity against interrupts.

  • Daze – Disables all skills for a short duration.
  • Fear – Disables all skills and causes the target to flee directly away from the caster for a short duration.
  • Knockdown – Knocks the target on ground, preventing movement and actions for a short duration.
  • Launch – Throws the target in the air over a short distance, preventing movement and actions for a short duration.
  • Pull – Pulls the caster to the target or the target to a specific location and disables them for a second.
  • Push – Pushes the target away and on the ground, preventing movement and actions.
  • Stun – Prevents movement and actions for a short duration.
  • Float - Causes the underwater target to move upwards.
  • Sink - Causes the underwater target to move downwards.

[edit] Related traits

[edit] Traits that trigger on interrupt

[edit] Related equipment

[edit] Upgrade components that trigger on interrupt

[edit] Trivia

  • Interrupts as they existed in Guild Wars (see here) are not as prevalent in Guild Wars 2 because of their dependence on low network latency to be used effectively.[1]

[edit] References

  1. ^ Mondes Persistants interviews Izzy on GW2 PvP
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