I was playing on my BE rogue today.
The instance was Shrine of the Storm.
I always thought that when I see a yellow bar: interrupt.
But sometimes I wonder if in places like this where they usually have more than one caster, spamming spells, if it’s really worth it.
I mean I used kick, than kidney shot, than gouge, than blind.
But all I achieved was probably keeping one NPC a couple of seconds distracted.
I also realized how valuable kick is, because once is spent certain elite mobs like the 2 octopus near the final boss can’t be interrupted by kidney shot, gouge or blind abd if you don’t interrupt them they heal back at the cost of your HP.
Those octopuses do a long casts all the time and when it goes trough they do a ton of damage and heal to full (at least on Mythic), you also have 2 of those against 3 dps in other dimension during the boss fight itself.
Tactics is simple you cycle interrupts (you can set up order beforehand) and use it when the bar is 80% full killing one mob at a time.
well you need to understand that not all casts can be stopped by stun/fearknockback and such , some can only be stopped by interupts and some can only be stopped by stuns and some by both.
You need to also take in consideration what else can that mob cast , in this case shrine of the storm is the perfect example because the attendants in that dungeon have two spells water bolt and wash away ( a aoe on the ground that you need to walk out of) one very dangerous and one harmless so if you interupt the harmeless spell the npc will cast the dangerous spell and kill your tank.
I really hated when i tanked that dungeon in m+ and people interupted harmless spells just to force the mob to cast water bolts at me and kill me in two casts.There are also spells that its better to let go off because it will help your group.
So to answer your question a kick its better than no kick !! well … most of the time when its not and you harm your party by using said kick.Best thing you can do is learn what mobs cast and what that ability does …
Should be like that if your group is capable of interrupting.
If your group doesn’t interrupt often then you should save yours for important interrupts.
On Shrine there’s a few trash with dangerous casts that should be interrupted as soon as possible; forgive me that I don’t remember the name of every single mob but if you ran it a few times you should more or less understand (or at least hope so):
Healer mobs: they have two cast, root that can be avoided if people move and a heal; heal is prio because is a AoE heal and heals all trash near to full. Can be purge with Blood elf racial.
Void bolt mobs: after second boss there are three pack of these, you can skip two but if you pull them you have to kick their Void bolt cast or else they give a debuff to everyone near, this stacks.
Octopus mobs: you have two type of these, bridge pull.
If I remember correctly one cast a debuff on a target that makes them drown (can be dispel) and one cast a big debuff on their target, usually tank… rip something; you should interrupt the latter.
Squids: trash before last boss, interrupt this cast near the end or they heal to full.
Other mobs are:
Water bolt guys: this used to hit hard on keys and people usually should spear some interrupts on them or tank used to get crash if not a warrior.
Tornado mini boss and tempest trash: interrupt mini boss when you can since it is usually pulled alone.
Interrupt tempest caster because tornadoes were annoying for melee.
Second boss usually should be interrupted when she doesn’t have buff on her to not spawn tornadoes but if tank knew how to tank that boss then should be always be interrupted, so… interrupt her.
Third boss should always be interrupted or tank takes a fare amount of DMG.
On last boss your group had to coordinate interrupts so squids don’t heal to full.
Prech’s recent video on “WoW basics - Inrerrupting”
It may seem like a patronizing video title but I’ve watched it, it’s only 4 mins, and it’s a useful reminder of things to consider, you probably know them all but in practice it’s easy to just slap the interrupt spell the second you get the chance, which isn’t always right.
But yes, as long as the cast time is more than like half a second then it’s still more downtime for the mob than it is for you.
Some NPCS have entire spellbooks now. There are some spells worth interrupting and some - not. Kicking an NPC works like interrupting a player - it silences them to that school of magic for 4 seconds. If you use any other interrupt, like a stun, or a spell that moves the NPC, it won’t get silenced for 4 seconds.
There are a few reasons to interrupt - to prevent damage, of course, to get a casting NPC to go in melee range (when they’re silenced, they will go for melee attacks0… It’s important to note that while an NPC is casting, it’s essentially cced. So it’s worth interrupting a cast at the very end, to abuse that CC to the max. If you see a long cast especially, make sure to interrupt it in the last second.
one thing about kicking late is you make people around you nervous and you’re more likely to overlap interrupts if it’s not clearly communicated or assigned. a lot of the time it’s right anywaybecause you waste more of the mob’s time casting something it won’t get off, or if it just starts casting the same thing again immediately, because there’s not much point kicking early then.
blinding or gouging as an interrupt is fine. big scary thing is happening, don’t have interrupt. will other people get it? if you know they will and you trust, then not needed, but there’s definitely a time and a place for it.
kidneying is cool as just a way to get a dangerous mob to stop doing anything for a while, whether that’s casting, hitting people or what have you. it is also a better psuedo-interrupt than gouge and blind because it doesn’t break on damage.
oh and finally, sometimes cc is a way to get around interrupt immunity. it’s casting something bad and it’s immune to interrupt on that cast, but you gouge it so it stops casting anyway. or the other way around, it’s immune to cc but you have interrupt.
usually every pack has one cast that needs to be interrupted, and the other casts can be dodged, dispelled or facetanked.
but my memory is crappy so i barely remember the bosses in sots.
for important interrupts, agree on a rotation among your party members.
In an organized group basically everything should be interrupted. In a pug you better assume that nobody is interrupting, so save your interrupt for the important spells.