Jump Dodging
Yeap, even endorsed for jumping puzzles.
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Jump dodging is important in PvP for getting over obstacles that require jump dodging.
One example is on Kyhlo. There is a mini jumping puzzle pathway up to the clocktower that requires a jump dodge on the final jump.
Another is the ledge at the dock cap point on Capricorn. You can get up there by jump dodging.
Of course, you could also expend a teleport or leap skill to reach these same areas, but a jump dodge saves your cooldowns.
AM I THE ONLY ELEMENTALIST WHO USES DODGE JUMP WHILE IN MIST FORM TO GET AWAY FURTHER?
Jump dodging provides the full jump distance even while in combat, so:
Outfight: Jump = Max. jump distance
Infight: Jump = shorter jump distance
Infight: Dodge jump= max. jump distance
Can be used in various ways.
Well… out of combat a jump is less far than a dodge jump, tho a jump with swiftness is further than a dodgejump. In combat the dodgejump keeps the same distance as out of combat dodge jump.
how do you do a jump dodge? do you jump after the dodge or vice versa?
V+space I always use jump dodge, looks and works fine.
out of combat do you jump further with dodge jump with 25% move speed increase?
Not really, but seems like yes. Thief class 20 acrobatic trait.
Some jumps, like in skyhammer are impossible to do with the needless, obnoxious, combat slowdown, so I tend to dodge jump at those times.
Other than that, I usually don’t use it.
Not really, but seems like yes. Thief class 20 acrobatic trait.
What if you gain swiftness on dodge, would it make dodge jumping better than just straight jumping?
Not really, but seems like yes. Thief class 20 acrobatic trait.
What if you gain swiftness on dodge, would it make dodge jumping better than just straight jumping?
Yes, sweeftness + some endurance back. You can make 3 jumping dodge in a row. Watch Jamper’s video flanking acrobat build.
Is it me or does this seem to be ridiculously broken and needs to be hotpatched?..
Is it me or does this seem to be ridiculously broken and needs to be hotpatched?..
No, this is one of those nice unintended features that adds depth to the game in a “easy to learn hard to master” sort of way.
Just like jumpcasting or weaving in Aion, or even weaving/animation-canceling on a Great Weapon Fighter in Neverwinter, it makes a boring auto attack chain into an interesting attack sequence that takes skill to practice and pull off.
IMO I think something like that should happen with autos in this game, every auto should have a chain and there could be clever use of sheathing to stall auto chains. Sort of like you can stall Ranger Greatsword auto to save the evade or even double evade.
It would be even better if auto chains lasted longer and didn’t cancel when you use a different attack. Like how Mesmer Sceptre Auto works.
(edited by Knote.2904)
I’m not sure how this isn’t classified as an exploit but rather a feature
It’s not really part of the game it’s like
“oh hey would you like an extra 50 range on your dodge/transformation walk speed” ?
Skill canceling is completely different.. this is more like wave dashing in an old school game called super smash brothers melee.
Jump dodging is awesome and if they take it away I’ll scream.
I know they won’t though since the place I learned it was actually a SAB developer live stream. Been doing it ever since
I’m not sure how this isn’t classified as an exploit but rather a feature
It’s not really part of the game it’s like
“oh hey would you like an extra 50 range on your dodge/transformation walk speed” ?
Skill canceling is completely different.. this is more like wave dashing in an old school game called super smash brothers melee.
It has been in the game since the first beta events. It is something that ArenaNet won’t change, especially since they’re made it a requirement in jumping puzzles.