The wiki upgrade is complete. If you notice anything that seems to be functioning incorrectly, please file a bug report.
|
[dismiss] |
Aftercast delay
Contents |
Aftercast delay is the period after successfully activating certain skills, during which players cannot move or activate other skills. Aftercast delay, which is almost always ¾ second ("s"), is common for skills that have an activation time, but otherwise uncommon. If a skill causes an aftercast delay, (a) your character cannot move or auto-attack until the end of the aftercast period and (b) the skill must be queued, so it cannot be used while knocked down.
[edit] Guidelines
[edit] Aftercast delay
These skill types always have an aftercast delay of ¾ (unless noted further below):
- All chants, echoes, glyphs, and rituals
- All spells (unless listed below).
- Five skills without activation times: Air of Superiority, Burning Shield, Feral Aggression, Inspirational Speech and Ursan Force;
- All forms, except for the elite Norn ones (Raven, Ursan, and Volfen Blessing);
- All signets except Dolyak Signet;
- All other skills, unless listed below.
[edit] Exceptions
The following skills do not have an aftercast delay, even though they fit one or more of the categories above:
- Dwarven Stability
- Scorpion Wire (a hex spell with a situational Shadow Step)
[edit] No delay
These skill types do not have an aftercast delay (unless noted above):
- All skills without an activation time, including flash enchantment spells, shouts, stances, and some others;
- Attack skills with specified activation time (noticeably interrupts and some daggers skills);
- Ranger preparations from Prophecies or Core;
- Shadow steps that do not exclusively target a foe;
[edit] Animation delay
Attack skills without an activation time have an effective delay, similar to aftercast, caused by weapon animation timing:
- Bow, dagger and hammer attack skills have a ¾ s animation.
- Other weapon-based attack skills are on a ½ s timing.
- Melee generic skills use the current weapon equipped in term of timing.
[edit] Visual glitches
- As attack skills override the default auto-attack process and timing (based on the attack speed of the weapon), additional delay can occur when they resume the overlapsing.
- Bow attack skills with ½ s activation times display in a particular way: as the projectile is fired ¼ s after the initiation of the skill (still following the default length of the animation, yet allowing shorter skill chains).
- The same mechanics apply to Daggers and Hammers, but is not as noticeable, as their next swing may cut the last part of the skill animation.
[edit] Notes
- In certain cases the aftercast delay can be canceled by situational triggers, e.g. by a change of form.
- Assassin dagger attack skills with activation times that are shorter than the typical dagger animation delay can be used to hasten combo attacks.
- There are no other known mechanisms to reduce or cancel aftercast delay. In particular, the Mesmer's Fast Casting attribute has no effect on the aftercast delay of spells or signets.
[edit] Trivia
- Prior to the March 6th, 2008 update, point blank area of effect spells had an aftercast delay of 1.75 seconds.