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(→‎[[Image:Activation.png]] Activation Time: cleanup, added signifiance -- substantial new text)
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Activation time, noted by the [[Image:Activation.png]] icon in game, is the length of time (in seconds) it takes from starting to use a [[skill]] until that skill takes effect. Activation time is also called casting time, particularly when referring to the activation time of spells.
[[Category: Game mechanics]]
 
== [[Image:Activation.png]] 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.
 
 
While activating a skill, players can queue ''one'' additional 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 [[target]]s 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.
 
   
 
Activation time has concrete effects on gameplay:
 
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).
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* The shorter the activation time of your skills, the more skills you can activate. This seems obvious, but it's important. Remember, many skills have an [[aftercast delay]] which cannot be reduced.
* You can't move while activating skills with activation times (anything besides [[stance]]s and [[shout]]s).
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* You can't move while activating skills with activation times or attacks with no explicit activation time listed.
* 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).
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* 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 five 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.
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== Queuing actions ==
 
While activating a skill, players can queue ''one'' other action. This could be another skill, or any other action e.g. picking up an item. Players can switch [[target]]s any number of times while activating a skill and enqueue their next action on a different target. These actions can be queued even if the character will have to walk in order to perform them. However, while activating a skill with an activation time longer than one second, issuing a direct movement order (pressing a movement hotkey or clicking on the ground) [[cancel]]s the activation of that skill. Any energy or adrenaline spent on the skill is lost, but the skill can be used again immediately (there is no recharge time).
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== Changing activation times ==
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* [[Modify activation time skills quick reference]]
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* The [[Mesmer]] primary [[attribute]] [[Fast Casting]] reduces the activation time of [[spell]]s and [[signet]]s.
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* [[Dazed]] causes spell casting to take twice as long.
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==Notes==
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*Activation time penalty will not [[stack]] to exceed +150%.
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[[Category: Game mechanics]]
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[[de:Aktivierungszeit]]

Latest revision as of 18:45, 6 January 2011

Activation time, noted by the Activation icon in game, is the length of time (in seconds) it takes from starting to use a skill until that skill takes effect. Activation time is also called casting time, particularly when referring to the activation time of spells.

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. Remember, many skills have an aftercast delay which cannot be reduced.
  • You can't move while activating skills with activation times or attacks with no explicit activation time listed.
  • 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 five 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 could be another skill, or any other action e.g. picking up an item. Players can switch targets any number of times while activating a skill and enqueue their next action on a different target. These actions can be queued even if the character will have to walk in order to perform them. However, while activating a skill with an activation time longer than one second, issuing a direct movement order (pressing a movement hotkey or clicking on the ground) cancels the activation of that skill. Any energy or adrenaline spent on the skill is lost, but the skill can be used again immediately (there is no recharge time).

Changing activation times[ | ]

Notes[ | ]

  • Activation time penalty will not stack to exceed +150%.