Breaker reacts to specified enemy player skills: it selects the enemy casting them and uses your response, or responds without switching targets. On this tab, you link your skills to enemy casts, set reaction priorities, and add fallback options.
Monitored and response skills
How the list is organized. The tree contains three types of entries:
| Entry | Purpose |
|---|---|
| Response skill | The top row of a branch is your main skill. This is where you set its range, target selection, and target restoration |
| Monitored cast | An enemy skill to react to. This is where you set Cast ID, the cast target filter, Priority, and Critical cast |
| Alternative skills | Fallback response skills with their own IDs and ranges. They apply to every monitored cast in their branch |
- Right-click the list and select Add interrupt skill. Specify your response skill and configure its range and Target mode.
- Select this branch and use the same menu to add Add watched cast. Enter the ID of the enemy skill you want to respond to.
- Set Cast target and Priority for the monitored row. To monitor another enemy skill, add a separate row under the same response.
- If needed, add Add alternative skill, enable the entries you need, and save the settings. Enable Breaker on the function bar to use it.
The row editor. Click a row once to display its fields below. Your own skills show ranges and Target mode; monitored casts show Cast target, Critical cast, and Priority. The Name field provides a convenient label, while the numeric ID determines the skill used.
Selecting a skill. For the main and alternative responses, double-click the Skill ID field with the left mouse button to choose from your skills and the database.
The right-click menu. Right-click the Skill ID field of the main or alternative response to open My Skills. Enter the monitored cast's ID manually in the Cast ID field; both selection methods apply to your response skills.
Working with the list. The main response checkbox enables the entire branch, a monitored row's checkbox enables that specific enemy cast, and an alternative's checkbox enables that fallback response. Rows with an empty or zero ID are not used. The right-click menu lets you copy or delete the selected entry; a main response is copied or deleted together with its nested rows.
To reorder a row, hold the left mouse button on it and drag it up or down among rows with the same parent. Main responses can be reordered among themselves, monitored casts within their response, and alternatives within their group.
A copy retains the original entry's checkbox states. The Alternative skills heading is created automatically: you do not need to enable, move, or delete it.
Enabling Breaker. The Breaker button on the bar enables the function; the checkboxes in the tree determine which rules are active. After configuring it, save the main profile at the bottom of the window: the Breaker tree is saved with it. The global pause temporarily stops reactions.
Target, range, and restoration
Monitoring area. Breaker monitors enemy player casts within the current ZeusR range preset: its minimum, maximum, and angle apply. Switching presets also changes Breaker's monitoring area. This restriction applies in all three modes, including No target and Target always.
Target selection mode. Set Target mode for the main response:
| Mode | Behavior |
|---|---|
| No target — keep the current target | Breaker attempts to use a ready response while keeping your current target |
| Target if skill ready — select when ready | Selects the enemy when a response skill is ready |
| Target always — always select | A matching enemy cast allows the enemy to be selected regardless of whether a response skill is ready |
Important details about Target always. If a skill ID is set for the response, that skill may be on cooldown or even missing from your character, and Breaker can still select the enemy casting the monitored skill. The attempt to use the response is separate and only happens if your skill is available, ready, and within range. Selecting the target does not mean the response has been used. Target always is selected by default for a new response.
Response ranges. Min range and Max range limit the distance from your character to the enemy casting the skill. Zero removes the corresponding limit. These fields restrict the use of your response: in modes that select a target, an enemy outside the response's range can still be selected if the other conditions are met and the enemy is within ZeusR's operating area.
Range example: configure a Solar Flare response with Min range = 250 and Max range = 0. The tree will show 250-*. In Target always mode, Breaker can select an enemy casting the monitored skill even closer than 250, provided the enemy is within ZeusR's operating area. Solar Flare, however, is only used at a distance of 250 or more, when the response is ready and the enemy is still casting. For example, at a distance of 200, the target is selected without Solar Flare; at 300, the skill can be used. The asterisk removes the response's configured upper limit; ZeusR's overall area and the skill's own in-game range still apply.
Responding without switching targets. No target suits skills that can be used without selecting an enemy, such as skills that affect the area around your character. Breaker keeps the current target while still checking whether the response is ready and the distance to the casting enemy. If the skill itself requires a target, it uses the current in-game target.
Who Cast target checks. This filter is set on the monitored row and checks who the enemy skill targets. A response that selects a target is directed at the enemy casting it.
| Option | Monitored cast's target |
|---|---|
| All | Any target, with no restriction from this filter |
| Self | The casting enemy themselves, or a cast with no separate target |
| Me | Your character |
| Enemy | A player classified as your enemy |
| Friends | A player classified as your friend |
| Party | A member of your party |
| Friends or party | A friend or a member of your party |
You can select several options: matching any one is enough. Enemy, Friends, and Party are determined relative to your character. All removes the restriction; clearing all individual options enables All again.
“Restore Target” — the Restore Target option on the main response. It allows a return to the target selected before Breaker intervened once the reaction ends. This checkbox is unavailable for No target, since no target switch occurred.
Restoration happens only while the target selected by Breaker is still selected. If you have already selected another target or active assist is controlling target selection, the previous focus will not override that choice.
Critical casts and alternatives
Monitored cast priority. Priority is set for the enemy skill, rather than your response: it ranges from 1 to 5, with 5 being the highest. Change it in the field below or by clicking the row's colored scale. When selecting a new reaction, a higher Priority takes precedence. Ties also take into account whether the response can be used and the enemy's priority.
Critical cast. This flag allows Breaker to switch from an ordinary reaction already in progress to this important cast. A selected critical reaction keeps Breaker's attention for as long as it remains eligible. A high numeric Priority alone does not allow it to interrupt the current reaction this way.
Alternative skills. If the main response is not ready or is outside its range, Breaker can use an enabled alternative. The main skill is checked first, followed by the fallbacks in their order within Alternative skills. Each alternative has its own Skill ID, Name, Min range, and Max range.
Monitored casts, their filters, Priority, and Critical cast are shared across the branch. Target selection and restoration are set on the main response; alternatives have no separate switches for these settings. In a No target branch, fallback responses also run without switching targets. Target always retains the ability to select an enemy even when no response is currently ready.
Working with other functions. In Auto Assist you can separately allow Breaker to intervene: either only with responses that keep the current target, or with normal enemy selection. Breaker's own button must also be enabled. Holding Shift can temporarily block Breaker if the corresponding checkbox is selected in Target Inspector.
Priority target holding by Reskill and PReskill takes precedence over Breaker's target selection; No target responses can run without changing the held target. Response skills wait during a priority Noblesse cast.
If there is no response. Check the Breaker button, the branch and monitored row checkboxes, both IDs, Cast target, your response's readiness and ranges, and assist and Shift restrictions. A reaction applies to the current cast: once that cast finishes or is canceled, the response is no longer used. Successfully selecting a target alone does not guarantee an interrupt; the result also depends on the skill's in-game properties.