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For a period of time after each activation of a [[skill]], the character cannot move or use any other [[skill]]s (except those with zero [[activation time]] such as [[Stance]]s and [[Shout]]s). This period of time is called [[Aftercast delay]].
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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.
   
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== Mechanics ==
The length of [[Aftercast delay]] is as follows:
 
   
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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).
::{| {{STDT}} style="text-align:center"
 
!Skills!!Aftercast delay
 
|-
 
|[[skill]]s with no [[activation time]], such as [[Stance]]s and [[Shout]]s||0 sec
 
|-
 
|[[ranger]] [[attack]] skills with [[activation time]] of 0.5 sec||0.75 sec
 
|-
 
|[[attack]] skills other than above||0 sec
 
|-
 
|most [[PBAoE]]s (e.g., [[Crystal Wave]] and [[Aftershock]])||1.75 sec
 
|-
 
|most other [[skill]]s||1.75 sec
 
|}
 
   
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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.
An unsuccessful attempt to use a skill (e.g., due to an interrupt, etc.) does not trigger [[Aftercast delay]].
 
   
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== Skills affected ==
The [[Aftercast delay]] begins immediately after the [[skill]] activates, i.e., right after the [[activation time]] ends. In other words, for each successful use of skill, the player cannot move or use other [[skill]]s (except zero-activation skills) for at least as long as [[activation time]] + [[Aftercast delay]]. In reality, human reaction time means that one is unlikely to start the next skill the exact moment the [[Aftercast delay]] ends.
 
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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:
[[Category:Glossary]][[Category:Research needed]]
 
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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).