Interrupt Durations

Counterspell and Spell lock - 24 sec cooldown - 6 sec lockout
Kick - 15 sec cooldown - 5 sec lockout
Pummel, Rebuke, Spear Hand Strike - 15 sec cooldown - 4 sec lockout
Mind Freeze, Disrupt , Muzzle - 15 sec cooldown - 3 sec lockout
Wind Shear - 12 sec cooldown - 3 sec lockout
Counter Shot - 24 sec cooldown - 3 sec lock

I understand, different specs, different strengths and weakness.

Maybe I’m biased but rogue’s Kick stands out from the rest. Considering a 15 sec cooldown, a 5 sec baseline lockout seems too much. Not to mention the rogue legendary allowing vanish to reset kick and the option to use mind numbing.

Yeah I get it. Warlocks can double interrupt every 3 minutes. I’m not a fan of it either.

Does anyone else feel the same way?

I believe the lockout duration for 15 sec interrupts shouldn’t be longer than 4 secs.

6 Likes

There’s a reason we call every interrupt kick. Be glad its not 10:5 like it originally was lol, insane.

Windshear is 12:3

The idea behind rogue is their specialty is single target lock down/debilitation while being somewhat vulernable themselves and exceptionally vulnerable without their “long” cooldowns

Yet we stray further from God each expac

7 Likes

lol, thanks for the laugh… is that how it played out in shadowlands?

yea game sux

1 Like

Aha meanwhile hunter interrupts

7 Likes

Didn’t even make the list, Hero

Yea counter shot needs. Buff massively. Cd is a joke and Lock out is as well.

should hunters really have an equal kick tho, while not being susceptible to melee or caster constraints?

1 Like

Remember when rogues could prep kick?

Today? (outlaw)

5 Likes

not everything has to adhere to some zero sum rule, these single ability cross-class comparisons are dumb (why is bash 4 seconds and hoj 6 seconds + ranged?!)

rogues are meant to be high disruption so their kick is better

Bring back travel time on counter shot so when I miss my kick I actually land it on their next cast.

4 Likes

it’s not hard to see why a class has a + if there are - elsewhere

Whats the trade off for a rogue removing someone from a fight for extended periods.

Gets harder to answer every expac and might be why priest is getting nothing shiney

Outlaw is the exception in lots of these but:
Limited cleave, lack of team utility (bop, intervene, off heals, purges ect), trading damage for control in the form of combo points, comparatively low survivability (self sustain:armour class ect), skill ceiling being fairly high compared to lots of other classes.

Some classes are scalpels, others are hammers.
If you take away the control factor of a rogue it would need to turn into another ape class which IMO isn’t a good trade.

Everything has a counter and every class can point the finger at that counter and make a “this whoops my fanny” list.

Why do paladins have so much team util
Why are warriors so mobile
Why do warlocks heal
Why do boomies cleave
Why do DKs counter casters
Why do hunters monks and DH have rights

1 Like

It already is an ape class man

4 Likes

Hunters interrupt me by killing me during casts

3 Likes

Idk bro my 3 second duration pure melee kick isn’t impacted by your concern here

1 Like

far less than nearly any other

Idk either

as a healer one the rogue lockout is just unreal. everything about that class just infuriates me.