ARTICLE
to be buggy so it’s habit). Stalkers
are fifth on the list because they will
only bring 2 interrupts, their third
interrupt is unreliable and not well
designed so the average Stalker will
not bring it. Medics are sixth on the
list due to only having one interrupt
skill that breaks two AI. A good
Stalker or Medic will have a gadget
that breaks an AI, effectively putting
them anywhere on the list as needed
but that is not an optimal set up.
While doing adventures,
dungeons, and trash in raids each
person should always bring X3 IA
breaks (Commonly said “3 ints” in
parties) to make fights go smoothly.
Some boss fights do not require any
interrupts and will require a unique
LAS setup, but for your everyday
build make sure to bring 3 ints.
For an advanced tip, Save your
leader will call “2” or “2 next” and
first because they have the shortest
so on. This will keep all players
cooldown. Short cooldowns will
cooldowns for right when you know
alert and informed while giving
allow them to reset the interrupt
a MoO is about to happen. This will
the second interrupt a chance
order quickly and pick up extra
ramp up your DPS and help kill
to prepare. If someone misses
interrupts as needed. Engineers are
faster. Do not wait for the MoO to
or fails to interrupt, simply keep
second due to having heavy armor
happen because you will be missing
going as if he used it normally. Re-
and 3 reliable multi hit interrupts.
split seconds that could make all the
adjusting an interrupt order can
Spellslingers are third because of
difference. If you don’t “know” when
be tricky, so save that for later.
short cooldowns and because their
the cast is coming then just use
interrupt skills can cause problems
your cooldowns as often as you can,
and put them in danger. Espers are
most have very short cooldowns.
After many runs and theory
crafting it seems that there is a
forth because of their class having
natural interrupt order. Warriors are
longer cooldowns (and Crush used
38 // WildStar Community Magazine
By Spe
The GameOn Magazine