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GCD QuestionFollow

#1 Oct 21 2008 at 8:15 AM Rating: Decent
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So I hopped on my rogue last night since my warrior's server was down. I ran and respecced him back to combat swords since my swords are better than my daggers.

I went out and did some dailies and noticed that the GCD on my abilities (or at least on my SS) was 1 second.

Is this a new thing, or have I just been completely oblivious to it for the past 2+ years?

Somebody in general chat said it had been changed for all melee abilities, but I am positive my warrior's GCD was 1.5 seconds just the day before.

I am also sure it's not something to do with haste rating since my rogue doesn't have any.

So what's up? Anybody else notice this or know what's going on with it?
#2 Oct 21 2008 at 8:22 AM Rating: Excellent
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Rogues and cat druids always had 1 sec GCD
#3 Oct 21 2008 at 8:32 AM Rating: Default
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arukomp wrote:
Rogues and cat druids always had 1 sec GCD


Umm, no. The cat druid part is kinda correct though. Cat druids always had a 1.0 attack speed.

Edited, Oct 21st 2008 11:27am by Bigdaddyjug
#4 Oct 21 2008 at 8:56 AM Rating: Good
Cat form druids and rogues have 1 second GCD, and yes, they had it before the patch.

http://elitistjerks.com/f47/t15393-global_cooldown/

How did you fail to notice? I have no idea.
#5 Oct 21 2008 at 9:14 AM Rating: Decent
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Bigdaddyjug wrote:
arukomp wrote:
Rogues and cat druids always had 1 sec GCD


Umm, no. The cat druid part is kinda correct though. Cat druids always had a 1.0 attack speed.

Edited, Oct 21st 2008 11:27am by Bigdaddyjug

I was talking about global cooldown between abilities, not attack speed. Rogues always had 1 sec GCD.
#6 Oct 21 2008 at 9:14 AM Rating: Excellent
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Heh, I only noticed after going back to my lock... man those timers take forever by comparison. ;P
#7 Oct 21 2008 at 9:15 AM Rating: Decent
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#8 Oct 21 2008 at 9:22 AM Rating: Good
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Wow I guess when I started playing my rogue I abandoned my other characters so much the 1 sec GCD just seemed natural.

Only since I xferred my rogue to a dead server and since stopped playing him (yeah I know, that was stupid, he's going back once xfers are back up) and picked up my shaman and warrior did the rogue's GCD seem fast by comparison.

I bow to everyone's superior knowledge.

/bow
#9 Oct 21 2008 at 9:31 AM Rating: Good
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I dont want to veer from the OP too much but did GCD affect kick before the patch? I thought it did. last night on Illidari Council i noticed that kick wasnt affected by it and couldn't recall about before patch.
#10 Oct 21 2008 at 9:47 AM Rating: Decent
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103 posts
Contalyst wrote:
I dont want to veer from the OP too much but did GCD affect kick before the patch? I thought it did. last night on Illidari Council i noticed that kick wasnt affected by it and couldn't recall about before patch.

Yes, before 3.0.2 Kick was affected by GCD. Warrior's pummel has changed too.
#11 Oct 21 2008 at 12:10 PM Rating: Decent
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arukomp wrote:
Contalyst wrote:
I dont want to veer from the OP too much but did GCD affect kick before the patch? I thought it did. last night on Illidari Council i noticed that kick wasnt affected by it and couldn't recall about before patch.

Yes, before 3.0.2 Kick was affected by GCD. Warrior's pummel has changed too.

Slam too, IIRC. Our Arms warrior shot from like 2k DPS to 2500 DPS post 3.0.2.
#12 Oct 23 2008 at 6:23 AM Rating: Decent
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103 posts
Overlord Theophany wrote:
arukomp wrote:
Contalyst wrote:
I dont want to veer from the OP too much but did GCD affect kick before the patch? I thought it did. last night on Illidari Council i noticed that kick wasnt affected by it and couldn't recall about before patch.

Yes, before 3.0.2 Kick was affected by GCD. Warrior's pummel has changed too.

Slam too, IIRC. Our Arms warrior shot from like 2k DPS to 2500 DPS post 3.0.2.

OMG, I might have missed that part. Slaming in-between GCD is huge!
#13 Oct 23 2008 at 10:31 AM Rating: Excellent
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1,039 posts
Quote:
Slam too, IIRC. Our Arms warrior shot from like 2k DPS to 2500 DPS post 3.0.2.


Slam and steady shot arent clipping attacks or resetting the swing/shot timer anymore. instead if an attack was supposed to go off, it waits until your "cast time" is done. Its a pretty nice buff, but takes some skill out of it.
#14 Oct 23 2008 at 11:32 AM Rating: Decent
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EnthalpyTheBurninator wrote:
Quote:
Slam too, IIRC. Our Arms warrior shot from like 2k DPS to 2500 DPS post 3.0.2.


Slam and steady shot arent clipping attacks or resetting the swing/shot timer anymore. instead if an attack was supposed to go off, it waits until your "cast time" is done. Its a pretty nice buff, but takes some skill out of it.

Ah, that's what it was.

And just to correct you, it doesn't wait until after your cast timer is over (at least it doesn't with Steady Shot; I don't play a warrior). I've been firing off auto shots during Steadies since the patch on my hunter.
#15 Oct 23 2008 at 12:26 PM Rating: Decent
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616 posts
Overlord Theophany wrote:
EnthalpyTheBurninator wrote:
Quote:
Slam too, IIRC. Our Arms warrior shot from like 2k DPS to 2500 DPS post 3.0.2.


Slam and steady shot arent clipping attacks or resetting the swing/shot timer anymore. instead if an attack was supposed to go off, it waits until your "cast time" is done. Its a pretty nice buff, but takes some skill out of it.

Ah, that's what it was.

And just to correct you, it doesn't wait until after your cast timer is over (at least it doesn't with Steady Shot; I don't play a warrior). I've been firing off auto shots during Steadies since the patch on my hunter.


Yeah, with warrior it waits until you're done "casting" the attack before it lets off its swing (that or I just had some odd timing with swings, but I very much doubt it).
#16 Oct 23 2008 at 1:23 PM Rating: Good
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608 posts
ACEJester wrote:
Overlord Theophany wrote:
EnthalpyTheBurninator wrote:
Quote:
Slam too, IIRC. Our Arms warrior shot from like 2k DPS to 2500 DPS post 3.0.2.


Slam and steady shot arent clipping attacks or resetting the swing/shot timer anymore. instead if an attack was supposed to go off, it waits until your "cast time" is done. Its a pretty nice buff, but takes some skill out of it.

Ah, that's what it was.

And just to correct you, it doesn't wait until after your cast timer is over (at least it doesn't with Steady Shot; I don't play a warrior). I've been firing off auto shots during Steadies since the patch on my hunter.


Yeah, with warrior it waits until you're done "casting" the attack before it lets off its swing (that or I just had some odd timing with swings, but I very much doubt it).


What it does is simply suspends the swing timer. If you're 2 seconds into your 3.5 second swing, and you fire off a slam (talented), it stops the swing timer at 2.0, does it's 0.5 second cast, hits with the slam, and then carries on with the swing, hitting 1.5 seconds later with the normal hit.

So, weaving a 0.5 second slam into a 3.5 second swing, effective makes it a 4.0 second swing ... BUT, in that 4 seconds, you get 2 hits - your normal, and your slam (which does weapon damage plus some bonus).

And yes, it's a huge improvement.

Edited, Oct 23rd 2008 11:24pm by robertlofthouse
#17 Oct 23 2008 at 2:48 PM Rating: Decent
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616 posts
robertlofthouse wrote:
ACEJester wrote:
Overlord Theophany wrote:
EnthalpyTheBurninator wrote:
Quote:
Slam too, IIRC. Our Arms warrior shot from like 2k DPS to 2500 DPS post 3.0.2.


Slam and steady shot arent clipping attacks or resetting the swing/shot timer anymore. instead if an attack was supposed to go off, it waits until your "cast time" is done. Its a pretty nice buff, but takes some skill out of it.

Ah, that's what it was.

And just to correct you, it doesn't wait until after your cast timer is over (at least it doesn't with Steady Shot; I don't play a warrior). I've been firing off auto shots during Steadies since the patch on my hunter.


Yeah, with warrior it waits until you're done "casting" the attack before it lets off its swing (that or I just had some odd timing with swings, but I very much doubt it).


What it does is simply suspends the swing timer. If you're 2 seconds into your 3.5 second swing, and you fire off a slam (talented), it stops the swing timer at 2.0, does it's 0.5 second cast, hits with the slam, and then carries on with the swing, hitting 1.5 seconds later with the normal hit.

So, weaving a 0.5 second slam into a 3.5 second swing, effective makes it a 4.0 second swing ... BUT, in that 4 seconds, you get 2 hits - your normal, and your slam (which does weapon damage plus some bonus).

And yes, it's a huge improvement.

Edited, Oct 23rd 2008 11:24pm by robertlofthouse


Cool, then it's just as I thought. If it let your delay finish while you were casting Slam then everyone would be mistaking slam as being double attack and still resetting your swing timer. xD
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