Some recent discussion of the Revelation's Reverie ability prompted me to look closer at abilities that interrupt. Which ability's interrupt is the best? What are their different strengths and weaknesses? The following comparison summarizes differences, first listing Abilities that disable phase jumps and interrupt actions:
Ship &
Ability.................AM Cost......Cool Down.......Duration.........Range
TEC Akkan
Ion Bolt...................85..........10/12/14........3/5/7..............7000
Adv. Revelation
Reverie..............75/75/50...........15.........20/30/40............8000
Vas. Antorak
Phase Out Hull....60/50/40.........5/3/2.........6/8/10.............7000
Vas. 'Egg'
Gravity Warhead....100................25..........12/15/18...........6000
(Only disables Phase Jump, affects others within a 3000/3500/4000 range).
The following Abilities only interrupt others, they don't disable phase jumps:
TEC Dunov
Magnetize..............80................15..........10/12.5/15..........5000
(and kills 8/12/16 strikecraft within a 5000/6000/7000 range of target).
Adv. Radiance
Detonate AM..........60................20..........12/15/18.............4500
(and deals 200/400/600 damage plus removes 120/150/180 AM).
Vas. Kortul
Disruptive Strikes..Aura.......25% chance........Aura............Weapons range.
(and deals some additional damage, and increases cool downs).
Reverie has the largest range, and longest duration if the target isn't 'revived' after 200/300/400 damage taken. And it can be recast upon the target before duration expires locking down the target for long durations.
Phase Out Hull has the shortest cooldown and lowest Anti Matter cost (besides the no cost Aura). It also deals 200 damage to hostiles, or restores 200 to freindlies, but the target is invulnerable during the duration (good or bad?).
Bad traits include:
Ion Bolt has the shortest duration, and is hindered by a slow Colony Cap ship.
Gravity Warhead is also on a slow Colony Cap ship, and is further hindered by a relatively small range.
Detonate AM has the smallest range.
A few frigates can also interrupt others. In particular, the Subverter, after a tier 6 ability is researched, can prevent groups of frigates from jumping (only, not Cap ships).