What is the design philosophy regarding interrupts?

This seems very different for different classes and specs. Some classes gets it for free, not sure why this is a thing and others gets their very easily, DK for example, 2 points for an interrupt. And then we have paladins for example that needs to spend a minimum of 6 points to get theirs. Now I do not mind having to talent into a kick because sometimes it isn’t necessary depending on the content you play but why does mages and rogues get theirs for free while paladins have to spend 6 points to get theirs?

We could look at it from the perspective of who has an interrupt now: Tanks, DPS… and resto shamans, because reasons. We might say the interrupts are free or easily accessed for some classes to not stray far at all from this. Of course, holy paladins (and resto druids) having an interrupt would be a deviation, and therefore requires a bit more investment.

By the way, Rebuke isn’t that far away for ret as ret has different default talents in the general tree than prot and holy.

It’s a minimum of 9 points, not 6. You need to have spent 8 points in the Paladin tree, one of which must have been Seal of Alacrity, before Rebuke becomes available. However, that’s also the point at which Avenging Wrath becomes available (if you’ve spent one of your first eight talent points on Divine Steed), and there’s absolutely no reason anybody would pick Rebuke over Avenging Wrath.

Interrupts are a defensive. If you don’t have it baseline means you have something according to Blizz’s philosophy to survive the spell in another way. I don’t disagree with it, but often not having an interrupt is a death sentence too.

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