Wednesday, March 2, 2011

So many interrupts!! A healer's biggest challenge in today's Arena

Each and every class now a days has an interrupt! On top of it, they all have something to counter a fake cast that subsequently tricked you into wasting your interrupt.

The act of fake-casting is a lot less rewarding now. Stuns and interrupts alike destroyed the whole idea of fake casting. In a 3v3 match, you are almost constantly faced with two interrupts while you're being trained as a healer. You can juke one, and you're lined up with another interrupt. In some occasions, you may even have to get through as much as three interrupts.

If you've successfully made it past the interrupts, and you're still alive. Good for you! At this point, melee A, who used his first interrupt on you the last time has got his interrupt back off CD and is waiting for you once again. You may have to fake this as well to pick your dying self. But don't forget, you also have partners. Given the amount of time you've given you're partners to peel for you, they may actually help you out rather than point the finger at you after you've died miserably without healing yourself.

So you're partners decided to give you a helping hand. And you're suddenly allowed to free cast a few heals to pick up your health bar without any interrupts for a couple of seconds. But wait, we're hit with a stun, a stun that nearly every class has in their arsenal of spells and abilities. Sure, its early in the game and we can trinket that stun. But now we're back to our line up of interrupts once again, if not the interrupts, they have even more stuns ready for you. This is the cycle that goes through my head constantly while I'm being trained as a healer.

Every class has at least two ways to stop a heal. Some classes (DK comes to mind) has up to four ways to stopping a heal. On top of that, every healer is capable of stopping heals as well. While we are being trained by a team, we may have to go up against as much as 10 ways of interrupts (in the form of stuns/silences/kicks). Is this a bit too much? TBC was a much slower paced game, and we only had to deal with as much as 4 ways of interrupts (from stuns/silences/kicks) and that was only from RMP teams. Avoiding those types of interrupts on your casts were a lot easier as well.

The game does evolve as time goes on, but there comes a point when we've thrown too much stuff on the table and we need to take stuff back. It was awesome when Rogues were the ones with stuns, casters had the silences and control, etc. Now we have every thing thrown into one. Casters have the stuns, the sprints, melees have silences and interrupts. Every class has it all.

2 comments:

  1. This is true. So many interrupts to juke by the time you're done juking kicks they're already back up.

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  2. good read very insightful

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