Auto Attacks
Autos for are separate from abilities and also have their own cooldown system separate from the GCD system abilities are typically bound to.
Autos for act as an ability .
Cooldown
When Cooldowns are Incurred
⬥ Casting an ability or auto incurs an auto cooldown
• Channels are cast multiple times, each cast incurs a cooldown as expected
• Discussed later are exceptions to if/when/how auto cooldown is incurred
Cooldown Duration
⬥ Every weapon has a weapon speed, this determines the cooldown incurred
How to Think about the Cooldown System
⬥ Cooldowns incurred overlap, they must all end before an auto can be cast
• Examples will follow visualizing this
Example 1 - Will NOT Work
The Scenario
Average Auto + Fastest Ability → (4t) Auto + Ability
Why Does This NOT Work?
⬥ Average auto applies 6t cooldown, fastest ability applies a 4t one
⬥ GCD end: 3t of cooldown left from the auto and 1t from the ability
• Wait 1t more: cooldown from ability ended, but still 2t left from auto
⬩ Thus, cannot auto 4t after a fastest ability despite its 4t cooldown, as there is still 2t of cooldown left from the average auto
Example 2 - Will Work
The Scenario
Average Auto + Ability → Fastest Ability → (4t) Auto + Ability
Why Does This Work?
⬥ Average auto and ability both apply an overlapping 6t auto cooldown
⬥ GCD 1 End: 3t left of both cooldowns, fastest ability applies a 4t cooldown
⬥ GCD 2 End: auto cooldown of avg auto + ability end
• Wait 1t more: cooldown from fastest ability ended (4t total elapsed)
⬩ Thus, you can now auto as all overlapping cooldowns have ended
Exceptions
⬥ Abilities that incur auto cooldown are referred to as "damaging" abilities
⬥ This section will cover the abilities that do not, and ones that incur it oddly
⬥ Abilities that will not incur auto cooldown ("non-damaging" abilities):
• , , , , , , , , , , , , , , , , , , , , (non-targeted) , (non-target)
⬩ / drags you in to attack, resetting timer if not \"offing\" after
⬩ (DW) always gives an OH auto with it
⬥ Unexpected abilities that incur cooldown oddly:
• These will be elaborated on in the next section
• (fastest) / - incur 5t instead of 4t cooldown
• / - if cast in combat, adds 2t to auto cooldown
⬩ Also, while / is active, autos do not give adrenaline
• - incurs cooldown on release
• - if cast t0, incurs cooldown on t3
In-depth Look at these Unexpected Abilities
Tsunami, Omnipower, and Overpower
Decimation (EoF) Special /
Detonate
Snipe
Adrenaline
The adrenaline per auto works as seen here (rank column is Invigorate rank):
Note: Unlike abilities, autos do not give adrenaline when you splash
Damage
Rough Idea
⬥ There are three factors to auto damage: weapon tier, weapon type, and weapon speed
• Slower things hit harder, similarly 2H weapons hit harder than main hand weapons and main hand weapons harder than off-hand, hence why you preferably will auto with the slowest 2H weapon you have
⬩ This is not to say you should default to the slowest weapon of course, because weapon tier is also a factor, but if the tiers are close then odds are the slower weapon will hit harder assuming all other things are equal.
⬥ Use !abilitydamage
to calculate damage
Offing
What it is
⬥ It is important to mention that autos can be forced to not automatically try and fire when their cooldown ends by "offing", this is done as follows:
• Clicking under yourself
• Using a spell you cannot cast (e.g., trying to cast when on the Ancient Spellbook)
• Clicking something from your inventory
• Using Cease
Clicking vs Auto Bind
Note: i.e. clicking target vs using a bind (or clicking from bar) to auto
1) If offed, cannot use auto bind mid-GCD to try recast the auto
a) Would need to recast after GCD ends
b) Ability Queueing gets around this by queueing the auto mid-GCD
2) Auto bind can alter what auto will be when fired (mostly applicable to )
3) If offed,can click to recast auto mid-GCD
a) If doing so, next ability must be 1t+ after, else auto overridden
4) Auto bind gives the ability to cast an auto and ability on the same tick
a) Autos normally executed after ability in a tick, so abilities override it
⬩ So, / autos can't be 4TAA'd, ability is on t5 where auto is t4
Application: Defensive Autos
What is a Defensive Auto
⬥ Defensive autos are when you use a "defensive" and get an auto as a result
Why Defensive Autos Exist
⬥ "Non-damaging" abilities, , and do not incur cooldown on cast
When are Defensive Autos Used
⬥ Usually only when it is lossless, like using /
⬥ When maximizing adren gain during a build by spamming defensive autos
First Implication of Defensive Autos
⬥ Non-channeled fast/fastest ability into a defensive causes a mid-GCD auto
• For : this will be your autocasted spell, but can be altered using a spell
⬩ To change: do the spell (e.g. / ) then defensive on same tick
• For / : this will be your default auto, can be altered with a spell
⬩ To change: do the spell (e.g. ) then defensive on same tick
• Ticks: T0: Fast/Fastest Ability → T3 Defensive → T4/5 Auto → T6 Ability
• As auto's cooldown ends, can swap to a 2H for a stronger auto
Second Implication of Defensive Autos
⬥ , due to having auto binds, can cast an auto + ability on the same tick
• This lets do an average ability into a defensive auto
⬩ Ticks: T0: Average Ability → T3: Defensive → T6: Auto + Ability
⬩ For / : the ability would have to be on T7 to not lose the T6 auto
• Useful if staff camping, to avoid using weaker abilities like /
How Freedom is Different
⬥ If cast with DW, gives both a MH/2H and an OH auto
• Always get the OH auto, to change what is cast do auto → same tick
⬩ To change the 2H auto: do auto + ability input at GCD end
• To change OH to a spell for / , must use OH weapon (e.g. )
⬩ Must also have an OH autocast set (ideally as it is on all books)
⬥ Feel free to use the !freedom
command
Delaying Defensive Autos
⬥ You can delay autos by "offing", for "offing" prevents autos firing, as discussed at $linkmsg_Offing$
• Useful for to change the 2H and OH auto after a fast/fastest ability
⬩ This since you can only change 2H auto at end of GCD (unless queueing it)
⬥ Non- defensives: works, but doing spell → defensive changes auto too
Summary
⬥ **^^After an Average-speed ability or after offing
• Non-channeled Ability → Defensive → (end of GCD) Spell + Ability
⬩ If you offed after a fast/fastest ability, can also click the target to auto
⬥ **^^After a Fast/Fastest-speed ability
• Non-channeled Ability → Spell + Defensive → Ability
⬩ Only use a spell if you want to fire a non-autocast auto mid GCD
Application: 4TAA
Summary
⬥ Use !4taa
for a brief summary of everything mentioned
What is 4TAA
⬥ 4TAA stands 4-tick auto-attack
• It is the act of delaying casting your next ability an extra tick when the GCD ends to weave in an auto and ability on the 4th tick
⬥ It is largely applicable to , but / can use it to weave in debuff spells
How Does 4TAA Work
⬥ Damaging abilities incur auto cooldown, as mentioned at $linkmsg_cooldown$
• 4t cooldown after a fastest (wand) ability; 6t after an average (staff) one
⬩ 4TAA makes use of this and the fact can auto + ability same tick
⬩ Use this by delaying next ability 1t to force auto + ability on 4th tick
4TAA Guide
⬥ Video guide https://youtu.be/HmZR1BBwsK0
⬥ When using 4TAA you will generally use Method A or B
⬥ In the following, DW = Wand + Orb, 2H = Staff:
• Method A
• Method B
• No gConc (no )
Things to Notice in the 4TAA Guide
⬥ Without , auto is every 2nd ability as 2H auto causes a 6t cooldown
• With it is every 3rd due to cooldown
⬥ The ability before repeat must be non-channeled, since channels cast and incur auto cooldown multiple times, as discussed at $linkmsg_cooldown$
• It must also be DW due to it only incurring a 4t cooldown
⬥ The reason a DW ability follows is discussed in !critbuff
⬥ Avoid 2H channels as it can cause issues, another benefit of DW after
• Issue as each 2H channel hit incurs a 6t cooldown, so need to delay autoing:
Visualization of why 2H channels can be an issue:
The soonest you can auto after Asphyxiate
=======================================================
2H Asphyx | Auto Asphyx → Abil → DW Abil → Auto Abil
DW Asphyx | Auto Asphyx → DW Abil → Auto Abil
Application: 5TAA:
What is 5TAA
⬥ Like 4TAA, but for / as no auto binds; must wait 1t more for ability
• 4TAA: T0: Fastest non-channel → T4: Auto + Ability
• 5TAA: T0: Fastest non-channel → T4: Auto → T5: Ability
• This is the case as autos by default are after abilities in a tick, so casting a T4 ability will incur cooldown before the auto casts, hence need for T5 ability
Use Cases
⬥ Far more limited than 4TAA, primarily for aligning ticks
• E.g. rotations with a 7t channel (e.g. 4-hit ) but unable to do a 5t channel (e.g. )
⬩ This is niche post +
Example
Visualization of 5TAA to align ticks
T0: Zerk
T3-T6: 2x Ability
T9: 7t channel
T16-19: 2x Ability
T22: Fastest non-channel
T26: Auto casts
T27-30: 2x Ability
T33: Ability + Zerk ends
⬥ By using 5TAA it was possible to get an ability on last tick of
• Results in and damage modifiers stacking, discussed in !lasttick
⬥ Notice: like 4TAA, the ability before auto must be a fastest non-channel
• Further, using a non-fastest channel prior to that non-channel cannot be used either for similar reasons to why 2H channels can cause issues for 4TAA
5TAA Zerk vs Non-5TAA Zerk Example
⬥ Differences:
• Demo 1 has a 5TAA, 2 has an unboosted after
• With 5TAA: does more damage (8451 > 7644) due to !lasttick
• In Demo 2: last decimate shows no 5TAA ≠ extra ability
Dark Bow Autos
Application: Stalling
Click vs Auto Bind Release
⬥ There are 2 ways to release a stall: the first is clicking, the second is using an auto (spell) bind
• Use !stalling
for more info on stalling
Click Release
⬥ Limited to stalling and releasing on the same target
⬥ Next ability must be 1t after you click to release, similar to 5TAA — $linkmsg_5TAA$
• Can release mid-GCD making this a non-issue
Auto (Spell) Bind Release
⬥ Can stall on one target and release on another
⬥ Release and next ability can be same tick, similar to 4TAA — $linkmsg_4TAA$
• Cannot release mid-GCD (unless the auto bind was queued)
⬥ Releasing this way makes next auto casted the auto used to release it
• Can clear with making this a non-issue (click boss after for familiar)
Necromancy Auto
⬥ This guide does not apply to the Necromancy Auto , which is a different type of auto entirely
⬥ This auto acts as an ability
⬥ It performs an attack against the target, generates 9% adrenaline, and triggers the global cooldown
⬥ Invigorating increases the adrenaline gained by 0.45% per rank (rounded down to the first decimal) up to 1.8% for Invigorating 4
⬥ As it is not a basic ability, Fury of the Small does not affect the adrenaline it generates
Mechanics of
⬥ While Living Death is active, each use of this ability generates two stacks of Necrosis
⬥ While the Omni guard is equipped, each use of the ability generates 1 Death Spark stack. Upon reaching 5 stacks , the next basic attack is empowered and deals double damage
⬥ By default, is used whenever other abilities are not being cast, replacing the traditional auto-attacks from other combat styles
⬥ It can be toggled off from being used automatically