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[[Aftercast delay]] is the ¾ second time after activating certain skills, during which a character cannot move or use most other skills.
[[Aftercast delay]] refers to the period of time after a character uses a non-[[attack]] [[skill]] in which they cannot move or use [[skill]]s besides [[stance]]s or [[shout]]s with no [[activation time]]s. The [[ranger]] 0.5 second activation attack skills are exceptions to this as they have aftercasts. The duration of an aftercast is 0.75 seconds for all skills except for [[PBAoE]]s, such as [[Crystal Wave]] and [[Aftershock]], where it is 1.75 seconds.
 
   
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== Mechanics ==
[[Category:Glossary]][[Category:Research needed]]
 
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The delay is triggered immediately after activating a skill, e.g. an Elementalist casting a 2 second spell will have to stay put for 2.75 seconds (2s for the spell itself and 0.75s due to the aftercast). There is no delay if the skill is canceled or otherwise fails to activate (e.g. due to an interrupt).
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However, the delay does not prevent the use of skills with zero [[activation time]], most notably [[stance]]s, [[shout]]s, and most [[attack skill]]s.
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== Skills affected ==
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These skill types ''do not'' have an aftercast delay (unless noted below):
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* All [[Shout]]s and [[Stance]]s
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* Attack skills (except as noted below).
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* [[Ranger]] [[preparation]]s from [[Prophecies]] or [[Core]]
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* [[Shadow step]]s (except as noted below).
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* Other skills without any activation time.
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These skill types always have an aftercast delay of ¾s:
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* [[Ranger]], [[Paragon]] attack skills with 0.5s activation times;
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* All [[spell]]s, [[chant]]s, [[echo]]es, [[glyph]]s, & [[ritual]]s;
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* These skills without activation times: [[Air of Superiority]], [[Burning Shield]], [[Feral Aggression]], [[Inspirational Speech]] and [[Ursan Force]];
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* These Shadow steps: [[Aura of Displacement]], [[Dark Prison]], [[Death's Charge]], [[Shadow Prison]], and [[Shadow Fang]];
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* All [[form]]s except the [[elite]] [[Norn]] ones, [[Raven Blessing|Raven]], [[Ursan Blessing|Ursan]], and [[Volfen Blessing]];
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* All [[signet]]s except [[Dolyak Signet]].
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* Any other skills
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== Notes ==
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* Obviously, martial classes are less affected by aftercast delay (ACD) than casting professions.
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** Mesmers are especially delayed because [[Fast Casting]] only affects activation and recharge times. Even with a maximum FC, mesmers will not be able to trigger more than 2 interrupts in a second (since each triggers a ¾ second delay).
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[[Category:Glossary]]
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[[de:Wirkpause]]

Latest revision as of 02:09, 7 December 2010

Aftercast delay is the ¾ second time after activating certain skills, during which a character cannot move or use most other skills.

Mechanics[ | ]

The delay is triggered immediately after activating a skill, e.g. an Elementalist casting a 2 second spell will have to stay put for 2.75 seconds (2s for the spell itself and 0.75s due to the aftercast). There is no delay if the skill is canceled or otherwise fails to activate (e.g. due to an interrupt).

However, the delay does not prevent the use of skills with zero activation time, most notably stances, shouts, and most attack skills.

Skills affected[ | ]

These skill types do not have an aftercast delay (unless noted below):

These skill types always have an aftercast delay of ¾s:

Notes[ | ]

  • Obviously, martial classes are less affected by aftercast delay (ACD) than casting professions.
    • Mesmers are especially delayed because Fast Casting only affects activation and recharge times. Even with a maximum FC, mesmers will not be able to trigger more than 2 interrupts in a second (since each triggers a ¾ second delay).