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* You can't move while activating skills with activation times (anything besides [[stance]]s and [[shout]]s).
 
* You can't move while activating skills with activation times (anything besides [[stance]]s and [[shout]]s).
 
* Shorter skills allow you to react more quickly. For instance, if someone casts [[Conjure Phantasm]] on you when you start to activate [[Resurrect]], your health will be drained most of the six seconds before you can cast [[Remove Hex]] (unless you abort the Resurrect, wasting some time and all of the energy spent on it).
 
* Shorter skills allow you to react more quickly. For instance, if someone casts [[Conjure Phantasm]] on you when you start to activate [[Resurrect]], your health will be drained most of the six seconds before you can cast [[Remove Hex]] (unless you abort the Resurrect, wasting some time and all of the energy spent on it).
* The longer the activation time of a [[skill]], the easier it is for opponents to use [[interrupt]] skills against you. It is difficult to consistenly interrupt skills with activation times of less than one second, and relatively easy to interrupt skills that take two seconds or longer to activate.
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* The longer the activation time of a [[skill]], the easier it is for opponents to use [[interrupt]] skills against you. It is difficult to consistently interrupt skills with activation times of less than one second, and relatively easy to interrupt skills that take two seconds or longer to activate.
   
 
== Queuing Actions ==
 
== Queuing Actions ==

Revision as of 10:29, 23 March 2006

Activation Activation Time

Activation Time, sometimes called casting time, is the length of time (in seconds) it takes between clicking the skill button until skill takes effect. Activation time is denoted in the skill inventory by a small yellow clock followed by a number, which is in seconds.


Activation time has concrete effects on gameplay:

  • The shorter the activation time of your skills, the more skills you can activate. This seems obvious, but it's important to realize that while Meteor Shower will eventually do a lot of damage, another Elementalist could have cast Flare five times (or any combination of skills that add up to five seconds of activation).
  • You can't move while activating skills with activation times (anything besides stances and shouts).
  • Shorter skills allow you to react more quickly. For instance, if someone casts Conjure Phantasm on you when you start to activate Resurrect, your health will be drained most of the six seconds before you can cast Remove Hex (unless you abort the Resurrect, wasting some time and all of the energy spent on it).
  • The longer the activation time of a skill, the easier it is for opponents to use interrupt skills against you. It is difficult to consistently interrupt skills with activation times of less than one second, and relatively easy to interrupt skills that take two seconds or longer to activate.

Queuing Actions

While activating a skill, players can queue one other action. This action could be another Skill, a Physical Attack, or picking up an item. These actions can be queued even if the character must walk in order to perform the action. However, a direct movement order (pressing a movement hotkey or clicking on the ground) cancels the Skill currently being activated and clears the action queue. Any energy or adrenaline spent on the skill is lost, as if the skill were interrupted, but the skill can be used again immediately (there is no recharge time). Players can switch targets any number of times while activating a skill. If the target is a foe then the player will begin attacking the foe once the skill is activated.

Changing Activation Times