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Topic:
Difference in necro interrupts
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alinius
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Jul '04
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Date Posted:
1/3/06 2:26pm
Subject:
Difference in necro interrupts
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I have seen this a few times and kinda suspected it, but just this last week it was very noticable when I was leveling up a second sight necro.
I played my air theurg at level 33 killing undead around wearyall after doing the same with my level 34 sight necro.
Now, on a normal caster if I get my spell over halfway cast, I will not get interrupted. A mob has to hit me during the first half of the spell to interrupt me.
But I noticed several times that I was well over halfway on casting my powertaps with my necro when my pet gets hit, but my pet still got interrupted. Sometimes, if the spell was like 90% done then pet wouldn't get interrupted, and the effect would go off. Most of the time, my pet would get interrupted, stand still for the rest of the casting duration, then start meleeing.
I kinda always though my pet got interrupted easier, but playing the 2 casters back to back made the difference very noticable.
This also ties in with the 3xFP, because being interruptable for the entire duration of a spell makes it harder to get off that 3 spell.
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drakeborn
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Title: Conservator of Karma
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Date Posted:
1/3/06 7:36pm
Subject:
RE: Difference in necro interrupts
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Part of this is the effect of your pet being much lower level than your caster and thus more easily interrupted by same con mobs. Just like regular casters, it is occasionally possible to get a spell off even when being hit though.
From your description it sounds like you are casting powertaps from a distance with your pet in Defense mode. Put him on passive until the mob gets to you and you've completed your last cast. I find that reduces the interrupts on the last spell (thought his could be entirely a figment of my perception.)
-C
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<Fluffy Lion> Tristan/Devon "AWWW MOD EDIT MADE ME QQ!!" - Teul
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alinius
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Date Posted:
1/5/06 4:42pm
Subject:
RE: Difference in necro interrupts
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Wow, that make even less sense. Sounds like you are saying that my pet intentionally stops casting a spell so that can take a melee swing at a mob. Sounds like a bug to me, which means it fits the necro class perfectally.
I did a little of both passive and defensive, but mostly was in defensive mode. But I did notice that my pet would pause and not swing for a short time after getting interrupted, so I am not sure what you say makes sense. Now it may be that a level 34 mob can interrupt a level 28 caster easier than a level 34 caster, but I am pretty sure the interrupt mechanics don't change(IE the interrupt must take place suring the first half of the spell) anyone know for sure?
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drakeborn
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Title: Conservator of Karma
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Date Posted:
1/6/06 5:23am
Subject:
RE: Difference in necro interrupts
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alinius posted: Wow, that make even less sense. Sounds like you are saying that my pet intentionally stops casting a spell so that can take a melee swing at a mob. Sounds like a bug to me, which means it fits the necro class perfectally.
Well, it's not really a bug though it may well be poor design. It's the way defensive mode works for all pets. When in defensive mode, an attack on a pet will cause it to move/attack it's attacker to defend you. That movement interrupts the spell the abom is casting.
alinius posted: But I did notice that my pet would pause and not swing for a short time after getting interrupted, so I am not sure what you say makes sense.
This is normal. Your pet won't swing until the full durarion of the cast is finished. This is the same as a player who fires an arrow or casts a spell and switched to melee. The issue is compunded by our queue system which will often mean you have one more spell queued up after your interrupt which may result in further delay.
alinius posted: Now it may be that a level 34 mob can interrupt a level 28 caster easier than a level 34 caster, but I am pretty sure the interrupt mechanics don't change(IE the interrupt must take place suring the first half of the spell) anyone know for sure?
For players, the interrupt check takes place right around the mid-point of the cast animation. That's why attacks after the cast is halfway through won't interrupt. The interrupt check for our pet may well take place later than the mid-point or there may even be multiple checks. There is definitely a point in the cast animation at which attacks won't interrupt your pet and you get a feel for this.
I'd urge you to get in the habit of keeping your pet on passive when casting pet-cast spells from a distance. During a FP, you'll generally want your pet in defensive.
The easy interruptability of our pets and the poor control over them when they do get interrupted is one of the major throns in our side.
-C
-----signature-----
<Fluffy Lion> Tristan/Devon "AWWW MOD EDIT MADE ME QQ!!" - Teul
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alinius
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Date Posted:
1/9/06 3:19pm
Subject:
RE: Difference in necro interrupts
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"The interrupt check for our pet may well take place later than the mid-point or there may even be multiple checks. There is definitely a point in the cast animation at which attacks won't interrupt your pet and you get a feel for this. "
That is my point. If the mechanics for our pet getting interrupted are different than for normal casters, then the real question to ask is: Is it supposed to be that way or is it a bug?
My feel is that it is somewhere between 75% and 90% of the casting time.
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drakeborn
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Title: Conservator of Karma
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Date Posted:
1/10/06 5:15am
Subject:
RE: Difference in necro interrupts
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alinius posted: My feel is that it is somewhere between 75% and 90% of the casting time.
It's definitely not 90%. Frankly I don't think it's even 75% but it's nearly impossible to test so we have to rely on our subjective observations.
I've gotten very good at timing my cast for the last possible moment as I like to PBAE just as the mobs get to me. If it is past the midpoint, it's not enough to bother me.
-C
-----signature-----
<Fluffy Lion> Tristan/Devon "AWWW MOD EDIT MADE ME QQ!!" - Teul
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