(edited by Einlanzer.1627)
Regarding Autoattacks
Yea, there are some great auto attacks and there are some terrible ones. Two of the best autoattacks in the game I believe are the Guardian hammer and the Ranger short bow.
Best Autoattacks
Guardian Hammer
The beautiful thing about this autoattack is that you have to pay attention to your swing combo for the 3rd attack. Since it’s the hardest hit of the chain, you want to pull it off before using another skill that interrupts the combo. However, you also have to pay attention to it with combo fields. If you want to help your group stack might, then you need to make sure that your fire field is down before the symbol from the attack so that you stack might on blast finishers instead of retribution.
Ranger Short Bow
The beautiful thing about this attack is that the flanking bonus really encourages you to stay on the move. However, it’s also not too restrictive. You have a large area, so that you’re not forced into a bad spot, but it is still limited enough to keep you from just standing in one spot for a long time.
Potentially Great, but Ultimately Problematic Autoattacks
Ranger Longbow
While at first glance, the autoattack of this weapon is great for the same reason as the short bow autoattack, it ends up being worse than a normal autoattack for three reasons. The first is that the long range forces you to miss out on group boons since shared boons have a 600 range, which is much shorter than the 1200 (1500 traited) longbow range. The second problem is that it is impossible to keep a max range in a lot of small areas, which can be quite common. The third problem is that it makes the 25 point Skirmishing trait, Hunter’s Tactics even harder to maintain (+10% damage while flanking) since this increases the distance you have to travel to get back in flanking position when an enemy turns. Flanking with a short bow is much more practical since you can easily stay in close range to reduce travel distance when re-positioning for flanking.
Ranger Sword
The actual combo on the autoattack of this weapon is beautiful. Taking this ability off the autoattack rewards players by allowing them to use things like the Pounce to close distance when they need to or to Kick for a needed snare. The might that is granted to a pet is also great since it keeps players involved with their pets and gives them more reason to keep their pet alive and on target.
However, the problem that moves this from being the best autoattack in the game to potentially one of the worse is that you can’t dodge during most of the autoattack animations. You can work around this by taking the ability off autocast, but in doing so, you must limit how much you use the attack beyond the occaisional tactical situation to be prepared for a potential dodge. Even with a perfect sense of awareness, you will still take hits from being stuck in animation.
The average human reaction time is about 215 milliseconds (just over 1/5 second). The cast time of Pounce is 3/4th of a second, meaning that even if you see an incoming attack during about the first 1/2 second of Pounce and have time to react to it, you won’t be able to. In other words, this prevents your skill and reaction speed from being rewarded, which is inherently counter to the way game and battle is supposed to work.
I agree with Jon that autoattacks that make you think are better than passive autoattacks, but I don’t agree all active autoattacks are better because of this. Active autoattacks are only better when they reward smart choices, not when they punish unavoidable ones.
Autoattack was a late addition. Before then i think the design was more in line with SWTOR, where you have to keep hitting that attack skill.
Then again, at launch the game didn’t even include activation times on non-channeled skill tooltips.
I am getting the impression that they never intended for us to constantly spam skills, but instead run and dodge until a opening offered itself (or we created one with a interrupt) and then pounce.
But IMO the control scheme do not favor this. And so instead we get people piling in tight spaces to maximize the effects of support skills, while spamming weapon skills between long sequences of autoattack.
If they want to see more active playstyles. increase strafing speeds and introduce toggled mouse look (and perhaps aim based targeting).
(edited by digiowl.9620)