Activation time

Activation time is the length of time it takes a skill to be executed after a character has selected it. In Guild Wars, the term is synonymous with casting time and is denoted in-game as.

A skill's activation time begins as soon as a character selects that skill; if the period elapses successfully, the skill is executed. The activation time is halted and the skill fails if it is interrupted or canceled. This wait time is a key vulnerability of every skill: the longer the activation time, the more opportunities opponents have to prevent the skill from operating successfully.

Like many things in the game, activation is handled by the game's servers rather than the player's computer, making skill use subject to lag. Often players will not notice any resultant latency, since it is typically less than 400 milliseconds.

After the activation time of a skill, there may also be a short aftercast delay.

Attack skills
Attack skills follow two different timing rules, depending on whether or not the skill explicitly states an activation time. For skills with unstated amounts, the skill will use the first half of the character's next attack interval (the remaining half will be the time it takes the character to return to the neutral state). For example, an axe-wielding character will take half of 1.33s to activate Body Blow; it will take them half of 1.75s to activate the same skill while swinging a hammer.

Skills with an explicit activation time work similarly: half-way through the interval, a melee attack will connect with its target and a a ranged attack will launch its projectile; the remaining half will be used to return the character to a neutral state. For example, a Savage Shot is fired after 1⁄4 seconds after it is initiated (half the stated 1⁄2s ) and Yeti Smash will connect after 1⁄2 seconds, rather than the stated 1 second.

Other attack skill mechanics

 * Activation times for all attack skills are affected by any effect that alters attack speeds. For example:
 * Using Protector's Strike while in a Frenzy reduces the attack interval to 1⁄3s and the attack connects after ~0.166s after activation.
 * Devastating Hammer while hexed with Faintheartedness connects after 1.75 seconds (with a full interval of 3.5 seconds).
 * Pet attacks functional more like shouts that affect the pet's next attack.

Other skill types
All other skills use their stated activation time (after modifications) unless otherwise noted below.

Spells and signets

 * Spells and Signets use the stated activation time. Spell casting time can be modified by half casting time weapon upgrades, Fast Casting, and skills or effects that explicitly reduce it (e.g. Healer's Boon). Signets are also affected by Fast Casting and a different set of skills or effects. In addition, all signets and nearly all spells suffer from Aftercast delay.


 * Flash enchantment spells have no activation time or aftercast delay, but cannot be activated while knocked down or activating other skills.
 * Dolyak Signet and Signet of Suffering activate instantly, but cannot be activated in mid-action or while knocked down. Although they do not have stated activation time, they work within the skill queue; they will overwrite any previously queued actions, including movement.
 * Asuran Scan is the only hex without a specified activation time. It casts instantly, but it has an aftercast delay and cannot be used in mid-action.
 * Skills under the effects of Glyph of Sacrifice or Glyph of Essence cast instantly, but still suffer aftercast delay and are subject to queuing.

Preparations
Preparations use their stated activation times after any modifiers. However, preparations from Factions and Nightfall also suffer aftercast delay (those from Prophecies or Core do not).

Traps
Trapper's Speed is the only skill that specifically modifies trap activation time.

Other skills

 * Shouts, Pet attacks, and Stances activate immediately, outside the queue; they can be activated in the middle of other actions or while knocked down.
 * Some skills have no stated activation time, but suffer aftercast delay, notably: Celestial Stance, Scavenger's Focus, Angelic Protection, and Air of Superiority.
 * Some skills without a listed activation time cannot be activated in mid-action, even though they do not have an aftercast delay: Protector's Defense, Feral Aggression, Inspirational Speech.

Effects that modify activation time
Skills and effects can influence activation times; increases are capped at 150% of the original amount.


 * The Mesmer's Fast Casting primary attribute reduces the casting time of spells and signets.
 * Dazed increases activation time.
 * Hex Spells can increase casting time.

Skills that reduce activation time

 * (elite) affects Healing Prayers spells
 * affects Healing Prayers spells
 * affects the next enchantment if an enchantment is removed from target foe
 * PvE only
 * (elite) affects spells targeting target foe cast by you (and allies in PvE)
 * next spell activates instantly, you lose all energy
 * next spell activates instantly, increases recharge time
 * affects half-ranged spells
 * affects Assassin skills
 * affects spells targeting you cast by allies
 * half casting time if you are not enchanted
 * next self-targeting enchantments cast instantly
 * Any affects all skills
 * Any affects spells, PvE only

Skills that increase activation time

 * affects hexes and enchantments
 * affects spells, targets adjacent foes
 * affects non-attack skills
 * affects enchantments
 * affects spells
 * affects all skills
 * affects movement, spells and attacks
 * affects spells, targets adjacent foes
 * affects movement, spells and attacks
 * affects hexes cast on target ally
 * affects signets, targets adjacent foes
 * Any affects spells
 * Any affects all skills

Other effects that influence activation time

 * Consumables
 * Essence of Celerity
 * Rock Candy
 * Slice of Pumpkin Pie


 * Environmental effects


 * Upgrade components
 * Focus core
 * of Aptitude
 * of Swiftness
 * Inscription
 * "Aptitude not Attitude"
 * "Don't Think Twice"
 * Staff head
 * Adept
 * Swift