Withdraw delays really?
I have similar issues with Sword/Dagger’s Flanking Strike. It frustrated me enough that I gave up on Shadow Arts and went back to being an Acrobatic thief. I’ll do my dodging the old fashion way. Plus caltrops.
Dodges that don’t dodge? I got bronchitis. Ain’t nobody got time for that!
how do you know it’s a 0.7s delay? did you time it?
but yea that’s why I don’t use withdraw in the gauntlet’s tournament. it seems to screw me over more often than not.
There are so many elements to consider already in the fight with liadrai, that I simply did not want to add yet another variable with my heal. I mean when I want to heal I don’t want to roll and withdraw seems to roll even further than a normal dodge. I’ve seen a few liadri fights where they used withdraw and it seems to break the strategy I personally use for phase 2.
(edited by Excalibur.9748)
Are you trying to use Withdraw to cancel other skills cast time? Like 3rd strike in sword AA chain, etc.
Personally, as S/P, I always use Shadow Return & Withdraw, then IS back on target (that’s it, when I want to use Withdraw for evade frames but also move farther away from target than what a simple Withdraw roll would do).
I don’t know about Withdraw (I assume its the same issue), but Flanking Strike does seem to be a matter of the attack queuing up after the auto-attack, rather than interrupting it. It’s a design choice that I don’t really understand. The evade portion of an ability is kind of a novelty if it can’t actually be used to dodge.
Well it only makes sense to have them queue instead of overwriting each other. Imagine if LS would cancel FS and your evade as well because you press the key twice too fast.
That’s because we have both instant cast / effect abilities as well as cast time ones. Look at Pistol Whip. If I want to chain to PWs (second one starting as soon as last flurry hit from previous one lands) that’s the only way it would work (current implementation). Otherwise I’d most likely end up losing damage by interrupting my first PW prematurely by casting 2nd one (or have to wait until my character goes into AA animation or just sits idle if AA is turned off, to make sure I start my 2nd PW without gutting 1st one).
In practice is all about timing. Some abilities will give you a short delay on withdraw, while others will cancel instantly and allow you to perform the dodge roll & heal.