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For the Felguard ability, see Intercept (Felguard).
Intercept
Inv misc questionmark
  • Intercept (5 ranks)
  • Warrior ability
  • 8-25 yd range
  • 10 Rage
  • 30 sec cooldown
  • Instant
  • Charge an enemy, causing X damage and stunning it for 3 sec.
Properties
Class Warrior
School Physical
Cooldown 30 seconds
Improvements Ability rogue sprint [Improved Intercept]
Related debuff
Inv misc questionmark
  • Intercept Stun
  • Stunned.
  • Duration: 3 seconds

[[Category:warrior abilities]][[Category:warrior abilities]]

Just when you thought you'd gotten away…[1]

Rank table

All ranks of Intercept have the same range, the same cooldown, the same rage cost, and the same stun duration. Only the damage changes.

Rank Damage Level Cost
1 25 30 80s
2 45 42 2g 88s
3 65 52 4g 86s
4 85 61 5g 85s
5 105 69 5g 85s

Functionality

Warrior ability available only in Ability racial avatar [Berserker Stance]. It uses a Charge-like animation, but it stuns the target for three seconds, and it costs Rage instead of generating it. Intercept, like Ability warrior charge [Charge] and ranged weapons has a minimum range as well as a maximum. Intercept will auto-target the enemy so you don't have to even be facing them. This is most useful for when a mage blinks or when your opponent attempts to run away or otherwise get out of melee range. Keep in mind that, unlike Charge, Intercept can be used in combat.

A warrior cannot do much damage unless they are in melee range. Most other classes want to stay out of a warrior's reach. Because of this, Intercept is perhaps the most important warrior ability. As it is only usable once every 30 seconds, the talent Ability rogue sprint [Improved Intercept] is extremely useful to reduce the cooldown to 20 seconds. This makes it possible to Intercept nearly every time a mage blinks (once per 15 seconds). Also, set bonuses for 4 pieces of level 70 PvP gear aditionally reduce Intercept cooldown by 5 seconds.

Intercept is also one of the few ways a warrior has to interrupt spell casters. Ability warrior shieldbash [Shield Bash] and Inv gauntlets 04 [Pummel] are the others, along with some possibilities created by talents. With these three abilities, you can effectively keep a caster from casting any long duration spell. Some casting mobs root you to the ground before stepping back and starting their cast: they'll usually go far enough to be out of melee range, but not enough to intercept them; therefore you may have to step back as soon as the root effect ends to get out of the minimum range and use intercept.

Higher ranks of the ability only add a small amount of additional damage -- they do not extend the stun duration or reduce the cooldown. Every bit of extra damage helps, however.

Intercept is also a Felguard ability which costs mana instead of rage.

  1. ^ TCGDP, #121
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