Tjegra: 80 Norn Necromancer
Mefitic: OTW to 80 Asura Necromancer
This ability for me hasn’t been instant…there are many times recently where it has taken several seconds to cast before it went off.
Please address this!
I never understood its cooldown, when I get downed I can’t use it for like 5 seconds and by the time i can its too late I’m already dead because I have 1/3rd the downed life.
The downed state skill fear isn’t instant. It has a one second casting time.
The downed state skill fear isn’t instant. It has a one second casting time.
The OP said it is taking him/her several seconds to cast Fear, not one second.
On that note, I never use fear, so I hope this isn’t an additional bug to our downed state.
Not sure if this is a highly reliable source for the information, but aside from my experience in the past, this is all I have to go on; I’m at work ATM.
http://wiki.guildwars2.com/wiki/List_of_downed_skills
The Necromancer downed state #2 used to be available right away and instant (or darned near to it) ...then this recent large patch came out and now it takes seconds to cast.
The other thing that I am wondering about is, should #3 be available right away too? I mean, if you are just downed then you haven’t had a chance to use it until then…why is it on cool down as soon as you hit the downed state?
(edited by Kitedyou.1720)
While I was looking at that list…I realized we are the only class that doesn’t have either a “I’m gonna move” or “EVERYONE get away from me” move…
Every other class has something that either knocks everyone away or allows them to move to an easier to rez location…
\/\/TF!?
- Edit – The ranger gets the blunt end of the deal too…
I’ll try to get a video of this later on…as much as I hate the idea of losing a fight…
The downed state skill fear isn’t instant. It has a one second casting time.
The OP said it is taking him/her several seconds to cast Fear, not one second.
On that note, I never use fear, so I hope this isn’t an additional bug to our downed state.
In my experience, people are notoriously innacurate at describing the length of short periods of time.
Also, I was wrong. Going off the in-game tooltip, Fear has the same activation time as Spinal Shivers: 1.25 seconds. In my experience, both of them tend to cast at the same speed.
To the OP: Do you tend to have significant visual lag when you enter downed state? (particle spam from attacks, too many characters overwhelming you and your graphics card?) I know that that makes a lot of animations glitch out on the player’s end in these circumstances, so they appear to take longer.
While I was looking at that list…I realized we are the only class that doesn’t have either a “I’m gonna move” or “EVERYONE get away from me” move…
Every other class has something that either knocks everyone away or allows them to move to an easier to rez location…
\/\/TF!?
- Edit – The ranger gets the blunt end of the deal too…
It doesn’t mean much tho.
While Necromancer downed state is really one of the worse, Ranger have one of the best downed state abilities.
They have an AoE daze, which isnt bad. They also can control their pet while downed. Wolf can fear for 2-3 sec (cant remember) adding another intterrupt. By the time they come back, you might be fast enought to interrupt them a third time.
They also have one good revive skill in downed #3.
In Necro defence, we hit really hard when in downed state. Tho mesmer also hit hard, and can interrupt stomp in a more reliable fashion.
Our number 2 fear should be AoE. and instant. Tho it could be OP since we can trait our fear to last longer.
While I was looking at that list…I realized we are the only class that doesn’t have either a “I’m gonna move” or “EVERYONE get away from me” move…
Every other class has something that either knocks everyone away or allows them to move to an easier to rez location…
\/\/TF!?
- Edit – The ranger gets the blunt end of the deal too…
Engineer also has to wait a while for their “Everyone back off” skill. Warrior also needs to burn Vengeance for their ‘movement’ skill, which if they don’t have the trait to guarantee a rally if they kill can leave them defeated instead of downed.
@Kitedyou: Do you mean the ability is on cooldown when you get downed and you’re stuck waiting for it to cast, or just that the spell is available but it takes long to cast?
Skill queue will mess your Fear, as you will cast it immediately on Down without even seeing your Downed bar, and when you’ll see it appear it will be on a 7-8 second cooldown. Make sure to not spam 2 if you’re near death
@Kitedyou: Do you mean the ability is on cooldown when you get downed and you’re stuck waiting for it to cast, or just that the spell is available but it takes long to cast?
Skill queue will mess your Fear, as you will cast it immediately on Down without even seeing your Downed bar, and when you’ll see it appear it will be on a 7-8 second cooldown. Make sure to not spam 2 if you’re near death
Wow…if your statement is even remotely accurate…\/\/TF to that too! That should be fixed ASAP. Also, it is not on cool down because I can see that it is in the process of casting (shown via the light gray shading that occurs when a skill is pressed)
The skill is available, but it takes far too long to cast.
@ Softspoken: I have never had an issue with this before the patch…and now all of a sudden it is a huge issue. I tend to run solo and so my fights aren’t lagged up by all the special effects that one would experience in running with a zerg. I used to be able to hit my two key just as the enemy was jumping into the air and it would fear them instantly, or darn near instantly. Now, I can mash the hell out of it as soon as I hit the ground and I still get finished without it even going off.
(edited by Kitedyou.1720)
@ Softspoken: I have never had an issue with this before the patch…and now all of a sudden it is a huge issue. I tend to run solo and so my fights aren’t lagged up by all the special effects that one would experience in running with a zerg. I used to be able to hit my two key just as the enemy was jumping into the air and it would fear them instantly, or darn near instantly. Now, I can mash the hell out of it as soon as I hit the ground and I still get finished without it even going off.
wat
The behavior you’re describing is bizarre and foreign to me. As far as I know, Downed 2 has had a long (at least one second) cast time attached to it since the game released.
Edit: Yet the wiki has never noted the activation time. Hmmmmmmmm
(edited by Softspoken.2410)
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