Interrupting

I can't figure out how to properly interrupt spells with TB's deep freeze. I can't even interrupt spells that have a 1 second cast, like Regulus's mines. His hands don't go back for them until at like .5 seconds. Any advice? I almost have to make educated guesses for most spells.

1,433 views 10 replies
Reply #1 Top

Interrrupting is all a matter of reflexes and intuition. You need to be able to quickly recognize the casting animations and click your ability on them, or innately know the characters and be able to accurately guess when they may use their abilities. Regulus's big giveaway for mines, for me, isn't the hand going back,but the fact that he's stopped the autoattack animation. As soon as I see that, you know he's going for the mines in his pocket. Oak is the same. He stops attacking, then lofts the axe. The rest of the characters, like I said, comes down to intuition and a little blind luck. Watch their combat and abilities cycles, try to guss tics, and sometimes you can even nick an Erebus' Bite or similar. I've gotten lucky and Pounce-interrupted another Sedna's Pounce before.

Practice practice practice and use your eagle eyes. TB's deep freeze IMO is the best interrupt in the game (ranged, instant. Even Pounce and graps suffer from being melee, or in pounces cast a half second (?) cast time, until the cat actually hits them), so get good at it.

Reply #3 Top

If you set up a skirmish against a computer player and slow the speed down, you can try to get a feel for what you're looking for and how to interrupt.

try playing vs. a hammer slam rook. Hammer slam is easy to counter. You can start feeling good when he is unable to get it off on you...

Reply #4 Top

Getting the spells with lower cast times is more a matter of guessing when they'll do it than seeing the animation, like when that Sedna is making a beeline for you she's probably gonna pounce you.

Reply #5 Top

Hammer Slam, heal, Oak AoE are all interruptable by sight. Every other ability you need to anticipate when your opponent will use it, and DF at that moment. It's like being a psychic for a game, and when you land it your opponent gets super pissed. For the most part though, DF is used to prevent heals being cast again to soon, and preventing people from caping / teleporting. If it wasn't for the fact you can get a 1350 damage fireball for maxing out DF,it would never get a point dumped into it beyond the first level.

Reply #6 Top

Right, Deep freeze is pretty garbage, except for it's ability to interrupt... why would an icebearer, who can shoot on the run, and slow his opponent down, waste his attack and movement speed debuffs with that as a finisher?

Reply #7 Top

It is one of the better interrupts because it's fast, but half the time I fail anyway.  Really gotta use anticipation even for some of the obvious ones like Hammer; otherwise a bit of lag + the time it takes to register in your head + your button-pressing time + cast time could make you hit a fraction of a second too late.

I usually just put a single point in it and leave it be, only adding more if the game lasts long enough to max out all the other ice stuff and stats.  It's nice to be able to use the combo as burst damage but only really works against people who are already hurt or are way overextended, like trying to grab your portals.  In most situations it's better to just keep the debuffs and autoattack, and save Deep Freeze for stopping a potion or teleport or something.  And for interrupting the first level is fine so it's better not to have it cost more mana.  Would be better if the cooldown-extension debuff wasn't such crap.

Reply #8 Top

Interrupting Sedna heals is near impossible.  It's basically anticipation and luck.

But if you use it immediately after Sedna casts a heal, at high levels it doubles the cooldown time right?  That can be quite helpful in bursting her down, and buys some time for other interrupts like frost nova or a partners stun to refresh without her able to heal back the damage done.

Reply #9 Top

Quoting DiceAreEvil, reply 8
Interrupting Sedna heals is near impossible.  It's basically anticipation and luck.

But if you use it immediately after Sedna casts a heal, at high levels it doubles the cooldown time right?  That can be quite helpful in bursting her down, and buys some time for other interrupts like frost nova or a partners stun to refresh without her able to heal back the damage done.
End of DiceAreEvil's quote
no it effectively silences any skill she has recently used and the interupted skill for 7 seconds i believe? so if the Sedna is spamming heals sure you can interupt it but if you count down her cooldown you can easily interupt it or shut it down for 7 seconds so using deep freeze before she tries to heal is just as good as interupting it IMO.

Edit:thats the great thing about this skill you don't have to interupt and have twitch reaction you can just shut down the enemies skills.

Reply #10 Top

Quoting bane_solemon, reply 9

Quoting DiceAreEvil, reply 8Interrupting Sedna heals is near impossible.  It's basically anticipation and luck.

But if you use it immediately after Sedna casts a heal, at high levels it doubles the cooldown time right?  That can be quite helpful in bursting her down, and buys some time for other interrupts like frost nova or a partners stun to refresh without her able to heal back the damage done.
no it effectively silences any skill she has recently used and the interupted skill for 7 seconds i believe? so if the Sedna is spamming heals sure you can interupt it but if you count down her cooldown you can easily interupt it or shut it down for 7 seconds so using deep freeze before she tries to heal is just as good as interupting it IMO.
Edit:thats the great thing about this skill you don't have to interupt and have twitch reaction you can just shut down the enemies skills.
End of bane_solemon's quote

The 'shutdown' effect is completely dependant on the last time the opponent used there skills though. Meaning if sedna just endered combat, DF her will not stop a heal unless you catch her during a cast. DF doubles the cooldown of skills for 7 seconds, so any skill that has been used and just came off cooldown will become useless again for an additional 7 seconds.