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View Full Version : Did our ranged CA's just get missed in the auto interrupt?


Nulad
12-02-2005, 02:50 AM
Or is it just me? I kinda thought that we would see the benifit of the new auto-interrupt for spells when mobs path out of range but it doesn't seem to have had any effect on my ranged CA's, mob wonders out of range, no interrupt, auto-archery turns on, mob wonders back into range and BAM! a full health mob is on me... EEK!!! that's not how I like it. Or is it just me? Nul. <div></div>

T0D
12-02-2005, 04:43 PM
<P>Here is something worse. While in raid i cast improved surviel and then use sniper shot and someone pulls agro aways from main tank mob gets to close skill is not casted and then autofire takes you out of stealthed. or if you have to suddenly move in that situation autofire still breaks stealth. I hate it. bad enough i have to recast stealthy fire or sniper shot but it totally breaks my invis and lowers my dps greatly.</P> <P>Can anyone tell me if i setup a macro with snipershot and /autoattack 0 that it won't range or is there a new command to stop auto range?</P> <P> </P>

Tevilspek
12-02-2005, 06:07 PM
<BR> <BLOCKQUOTE> <HR> Nuladen wrote:<BR>Or is it just me?<BR><BR>I kinda thought that we would see the benifit of the new auto-interrupt for spells when mobs path out of range but it doesn't seem to have had any effect on my ranged CA's, mob wonders out of range, no interrupt, auto-archery turns on, mob wonders back into range and BAM! a full health mob is on me... EEK!!! that's not how I like it.<BR><BR>Or is it just me?<BR><BR>Nul.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Yeah this is rediculous. Exactly as you say, I've had it happen a few times. Even to the extent of a split second the mob moves out of range, you get the out of range indicator, then it pulls it with autofire a moment later when it's back in range..<BR><BR>Wasn't there supposed to be some change made where a mob can travel 15m out of range as you're casting, if after you've started casting, and it still fires off or something? Would stop this stupid 'bug'.</P>

Stormykat
12-02-2005, 06:19 PM
I've also noticed, that when a mob resists a CA, the timer for that CA is regular as if it went off. However if you cast a spell on a caster type, if it resists the timer recast is shortened greatly so you can recast again quickly. I haven't had all that many CA's that get resisted, or don't hit, but occasionally it happens and I've found this kind of annoying. Anyone else notice this? <div></div>

Tevilspek
12-02-2005, 06:25 PM
<BR> <BLOCKQUOTE> <HR> Stormykat wrote:<BR>I've also noticed, that when a mob resists a CA, the timer for that CA is regular as if it went off. However if you cast a spell on a caster type, if it resists the timer recast is shortened greatly so you can recast again quickly. <BR><BR>I haven't had all that many CA's that get resisted, or don't hit, but occasionally it happens and I've found this kind of annoying. Anyone else notice this?<BR> <BR> <HR> </BLOCKQUOTE><BR>Yup, same too. I have a Warlock and Ranger and if my 20sec recast spell gets resisted it seems it's up again in 5sec to try again (numbers used as an example). But with Ranger CA's you cop the full 1min timer or whatever.

jarlaxle8
12-02-2005, 06:26 PM
<BR> <BLOCKQUOTE> <HR> Tevilspek wrote: <BLOCKQUOTE> <P>Wasn't there supposed to be some change made where a mob can travel 15m out of range as you're casting, if after you've started casting, and it still fires off or something? Would stop this stupid 'bug'.</P> <HR> </BLOCKQUOTE></BLOCKQUOTE> <P>yeah, there is this in the update notes:</P> <P>- Spells and combat arts currently being cast will now land on creatures as long as they are within 15 meters or twice the spell's range when casting is complete, whichever is greater. The initial casting ranges have not changed.</P> <P>now this sounds like the problem described should not occur anymore. the CA should land if the mob was in range at start of casting.</P> <P>--------------------------<BR><A href="http://eq2players.station.sony.com/en/pplayer.vm?characterId=383113204" target=_self>Ryilan Nightbreeze </A><BR>--------------------------</P> <P><BR> </P>

The_Wind
12-02-2005, 09:27 PM
Actually, as far as the timers goin to full after they're used isn't broken.  One of the few skills, aside from evade i've seen get resisted that i have, is Stream of Arrows.  And when it gets resisted, it doesn't go to a full timer, it works just like spells.  When the timers you have go to full, the skill was completed successfully, but most likely it missed.  Doesn't mean the skill was resisted, it means they dodged/parried the attack.  I don't think i've had any other ranged-CA get resisted other than stream, and its more of a DoT than anything.<div></div>

xandez
12-03-2005, 07:03 PM
<BR> <BLOCKQUOTE> <HR> Nuladen wrote:<BR>Or is it just me?<BR><BR>I kinda thought that we would see the benifit of the new auto-interrupt for spells when mobs path out of range but it doesn't seem to have had any effect on my ranged CA's, mob wonders out of range, no interrupt, auto-archery turns on, mob wonders back into range and BAM! a full health mob is on me... EEK!!! that's not how I like it.<BR><BR>Or is it just me?<BR><BR>Nul.<BR> <BR> <HR> </BLOCKQUOTE> <P>What about this scenario... you go behind mob, click for culling the herd (or some other backshot line), BAM monster turns and your ranged CA never goes off BUT the ranged attack goes off and WHAM the monsie is within teh melee ranger pretty soon whacking your a**e <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></P> <P>I think the "update" which turns ranged autoattack on with every ranged CA is really annoying. Atleast an option to turn it off would be greatly appreciated.</P> <P><BR>++Xan</P> <P><BR> </P>

Roriondesexiest
12-07-2005, 06:42 PM
<P>Yeah, I noticed this last night, I would be really nice if you could just turn off auto attack and have it stay off.</P> <P>Omaplata/Mirn</P>

Star
12-08-2005, 12:03 AM
I dunno if someone above mentioned this but I have a similar problem if a mob goes down just before the end of the 'cast' timer on my Ranged CAs. I get the message, "Target is not alive." but auto attack still goes on and if the tank tabs to a non-agro mob before I notice, whamo, I pull the mob. It's caused some issues several times already, fortunately it has yet to wipe a group I'm in.

brandi7920
12-08-2005, 12:42 AM
<DIV align=left><BR> <BLOCKQUOTE> <HR> jwmaynar wrote:<BR>I dunno if someone above mentioned this but I have a similar problem if a mob goes down just before the end of the 'cast' timer on my Ranged CAs. I get the message, "Target is not alive." but auto attack still goes on and if the tank tabs to a non-agro mob before I notice, whamo, I pull the mob. It's caused some issues several times already, fortunately it has yet to wipe a group I'm in. <BR> <HR> </BLOCKQUOTE><BR>Ok I have sooo had this happen - and the outcome was NOT pretty. We were in Spirits of the Lost (an Epic instance at Cazic Thule) I was assisting our MA, and the mob we were on was down to 20%. The raid leader called out for DPS to burn it down. Well, I was casting triple arrow and the mob died just before it casted. It still turned on my auto attack and the MA tabbed and targetted another epic mob just as my bow let loose with auto ranged .. and..WHAM there was another epic mob on us. (oh craaaaap, imagine my dismay). We managed to not whipe, but it was definitely an ugly fight as there was no recovery or set up and the frigging mob had an AoE from Hell (which I fortunately missed out on, hehe. :smileywink:</DIV> <DIV align=left> </DIV> <DIV align=left>Normally, I don't mind auto-ranged at all. There have been times where it definitely didn't help me out a bit..but generally..I'll take any and all extra DPS I can squeeze in. :smileyvery-happy: I love seeing tons of orange numbers flying! </DIV> <DIV align=left> </DIV> <DIV align=left> </DIV>

Aenashi
12-08-2005, 12:49 AM
<DIV>i just try to be super careful when i pull lol.i have my autofire set to key 1 and i use my keyboard to do most of my attacks so its not a problem just to tap 1 again to stop firing.  </DIV>