lasts 10t/6s, but trying to use an ability on the last tick will not give it the guaranteed 100% hitchance.lasts 10t/6s, but trying to use a queued threshold with The buff from lasts 10t/6s, but trying to convert a channel into a DoT barge bleed on the last tick, will not work if the ability is queued.⬥ Certain 'last tick' interactions (with ultimates and other timed abilities) are affected by queueing. 1 tick before cast: does not work with on-tick damage.2 ticks before cast: works with with on-tick damage if player is 1 or 2 tiles from the enemy.3 ticks before cast: works with on-tick damage if player is between 1 to 5 tiles from the enemy.⬥ They can be queued on 3 different ticks (since each global cooldown is 3t long), and they work as follows: 'On-tick' refers to a defensive ability that is cast on the same tick as getting hit by an attack.⬥ Defensive abilities that are queued will have different 'on-tick' behaviour under different scenarios. ⬥ Some abilities will have their effects affected depending on whether or not they're queued. ⬥ The solution is to disable queueing, or simply press the ability slightly later so that it triggers normally (without queueing). ⬥ This may cause issues if you are trying to 'kite' monsters (like at Nex or Barrows: Rise of the Six) while also trying to use ability queueing. ⬥ Queued abilities will interrupt movement when they are are activated by the game. ⬥ There are a number of interactions with ability queueing that are worth mentioning. ⬥ The ability will then get used as soon as it becomes possible to do so (after constraints like adrenaline, 2H/DW weapon requirements, global/ability cooldowns, etc.) ⬥ When you enable ability queueing, pressing an ability that cannot immediately be activated queues it, with the following icon appearing on top of it. ⬥ The setting can be found by pressing Esc > Settings > Gameplay > Combat & Action Bar > Action Bar. ⬥ Ability queueing ('queueing') is a toggleable setting that allows you to 'queue' abilities to trigger them when possible. Basic mechanics are game interactions that are more important to the casual player and may be relatively easily learned, whereas advanced mechanics may be learnt slowly with time as you play the game. Mechanics are split into two categories: basic and advanced. This channel will cover a number of game mechanics, uncommon ability interactions, and more nuanced game information that can be used for reference. Grimoire/Scrimshaw Switching ('Grimshaw')
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