Thunderclap

Acquisition
Signet of Capture:
 * Chrysos the Magnetic (Thunderhead Keep)
 * The Inquisitor (Iron Mines of Moladune)
 * Kratos the Foul (Iron Mines of Moladune)
 * Maida the Ill Tempered (Ring of Fire)
 * Mursaat Elementalist (Boss) (Ice Floe)
 * Optimus Caliph (Abaddon's Mouth)

Usage Notes

 * With a lightning wand and good attack timing, you can effectively keep another player on the ground for the entire duration of the hex (assuming no hex removal). This will leave you with little or no energy.
 * Usefulness in PvE is dependent on the monsters you encounter. Some enemies such as Giants can't be knocked down at all.
 * If you merely wish to interrupt, Spinal Shivers and a cold weapon would be a cheaper non-elite choice, if you have access to Necromancers. Especially against Giants.
 * This skill can quickly deplete the caster's entire energy reserves.
 * Do not use Conjure Lightning with this skill, as Thunderclap will trigger on both the lightning damage from the wand and the lightning damage from Conjure Lightning, thereby causing a double drain on your energy stores.
 * Since you will likely have either zero or very little energy after using this skill, Ether Lord might be a good skill to bring. Ofcourse you need to be Elementalist/Mesmer or Mesmer/Elementalist for that.

Related Pages

 * Spinal Shivers
 * Knockdown