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Auto Attacks

Autos for range melee Magic are separate from abilities and also have their own cooldown system separate from the GCD system abilities are typically bound to.

Autos for necromancy act as an ability necroauto.


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

Cooldown Duration Table
Weapon Speed | Cooldown in ticks / seconds
   Slowest   |        12t / 7.2s
   Average   |         6t / 3.6s
    Fast     |         5t / 3.0s
   Fastest   |         4t / 2.4s

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

Weapon Speed Note
"Average / Fastest" refers to weapon speed used to cast it discussed here

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

Weapon Speed Note
"Average / Fastest" refers to weapon speed used to cast it discussed here

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


⬥ 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):

‎ ‎ ‎ ‎• zerk, sunshine, deathsswift, meta, zgs spec, annihilation spec, lengmh spec, cade, nat, Reprisal, Siphon, devo, revenge, reflect, divert, res, anti, voke, freedom, prep, (non-targeted) magmatempesttarget, (non-target) bd

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ zgs / lengmh spec drags you in to attack, resetting gbarge timer if not \"offing\" after

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ (DW) freedom always gives an OH auto with it

Unexpected abilities that incur cooldown oddly:

‎ ‎ ‎ ‎• These will be elaborated on in the next section

‎ ‎ ‎ ‎• (fastest) tsunami / omni - incur 5t instead of 4t cooldown

‎ ‎ ‎ ‎• decimation spec / eofspec - if cast in combat, adds 2t to auto cooldown

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Also, while decimation spec / eofspec is active, autos do not give adrenaline

‎ ‎ ‎ ‎• deto - incurs cooldown on release

‎ ‎ ‎ ‎• snipe - if cast t0, incurs cooldown on t3

In-depth Look at these Unexpected Abilities

Weapon Speed Note
"Average / Fastest" refers to weapon speed used to cast it discussed here

Tsunami, Omnipower, and Overpower tsunami omni overpower

How it is Unexpected
T0: Average / Fast / Fastest Nami/Omni/Overpower cast
T5: Fastest / Fast Nami/Omni/Overpower Auto cast
T6: Average cast Auto cast
⬥ Average / Fast tsunami / omni / overpower incurs cooldown as expected     • Fastest tsunami / omni / overpower does not, it incurs a 5t cooldown instead of a 4t one

Decimation (EoF) Special decimation spec / eofspec

Unexpected Behavior 1: Auto Cooldown Extension
decimation spec / eofspec adds 2t to auto cooldown when used in combat
Unexpected Behavior 2: Prevents Auto Adrenaline Gain
⬥ While decimation spec / eofspec is active, autos give 0 adrenaline

Detonate deto

How it is Unexpected
deto incurs auto cooldown on release, so you can release deto with an auto ⬥ Avg. Auto + Ability → Deto (wait 3t+) → Average Auto + Deto + Ability     • Input order is important, use !deto for more info ⬥ Demo: FireSurge sonicwavedeto (3t) → FireSurge deto dbreath

Snipe snipe

How it is Unexpected
snipe incurs auto cooldown on t3, so cancelling snipe early it can allow an auto     • e.g.: T0 Fast Ability → T3 Snipe → T5 click away then mob → Auto fires     • snipe is a 4t channel, so getting an auto with it means losing snipe damage


The adrenaline per auto works as seen here (rank column is Invigorate rank):

Note: Unlike abilities, autos do not give adrenaline when you splash


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 mainhand weapons and mainhand weapons harder than offhand, 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


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 disrupt when on the Ancient Spellbook)

‎ ‎ ‎ ‎• Clicking something from your inventory

‎ ‎ ‎ ‎• Using Cease 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 Magic)

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, Attack / range autos can't be 4TAA'd, ability is on t5 where auto is t4

Application: Defensive Autos

⬥ "Average / Fastest" refers to weapon speed used to cast it discussed here ⬥ Abilities that are considered "defensives" can be found here ⬥ Use !defauto for a very brief summary of everything explained

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, deto, and shadowtend do not incur cooldown on cast

When are Defensive Autos Used

⬥ Usually only when it is lossless, like using sunshine / zgs spec

⬥ 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 Magic: this will be your autocasted spell, but can be altered using a spell

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ To change: do the spell (e.g. icebarrage / ent) then defensive on same tick

‎ ‎ ‎ ‎• For range / Attack: this will be your default auto, can be altered with a spell

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ To change: do the spell (e.g. ent) 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

Demo - dbreathfreedomsonicwave | severfreedomcleave | piercingfreedommds

Second Implication of Defensive Autos

Magic, due to having auto binds, can cast an auto + ability on the same tick

‎ ‎ ‎ ‎• This lets Magic do an average ability into a defensive auto

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Ticks: T0: Average Ability → T3: Defensive → T6: Auto + Ability

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ For range / melee: the ability would have to be on T7 to not lose the T6 auto

‎ ‎ ‎ ‎• Useful if staff camping, to avoid using weaker abilities like Sacrifice / Tuskas

Demo     • Magic: sonicwaveanti → (3t) FireSurge dbreath     • melee: severfreedom → (3t) cleave (no auto)     • melee: severfreedom → (4t) cleave (yes auto)

How Freedom is Different freedom

⬥ If cast with DW, freedom gives both a MH/2H and an OH auto

‎ ‎ ‎ ‎• Always get the OH auto, to change what is cast do auto → freedom same tick

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ To change the 2H auto: do auto + ability input at GCD end

‎ ‎ ‎ ‎• To change OH to a spell for range / melee, must use OH Magic weapon (e.g. ancientlantern)

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Must also have an OH autocast set (ideally polyporestrike 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 freedom 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)

Demo 1 - No Delay: AirSurge is the autocast and FireSurge is the user input when able
T0: Fast/Fastest Non-channel
T3: DW Freedom + OH Auto Cast
T4/5: 2H Auto Cast
T6: Ability

Demo 2 - Delay: AirSurge is the autocast and FireSurge is the user input when able
T0: Fast/Fastest Non-channel
T3: DW Freedom + OH Auto (If "Off" here, lose OH Auto)
T4/5: "Off"
T6: 2H Auto + Ability

⬥ Non-freedom defensives: works, but doing spell → defensive changes auto too


⬥ **^^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


⬥ 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 Magic, but range / melee 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 Magic can auto + ability same tick

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Use this by delaying next ability 1t to force auto + ability on 4th tick

4TAA Guide

⬥ Video guide

⬥ When using 4TAA you will generally use Method A or B

⬥ In the following, DW = Wand + Orb, 2H = Staff:

‎ ‎ ‎ ‎• Method A

2H Auto + Abil → gconc → unchannelled DW Abil → Staff On → Repeat (demo)

‎‎ ‎ ‎ ‎• Method B

2H Auto + gconc → DW Abil → unchannelled DW Abil → Staff On → Repeat (demo)

‎‎ ‎ ‎ ‎• No gConc (no gconc)

2H Auto + 2H/DW Ability → unchanneled DW Ability → Staff On → Repeat

Things to Notice in the 4TAA Guide

⬥ Without gconc, auto is every 2nd ability as 2H auto causes a 6t cooldown

‎ ‎ ‎ ‎• With gconc it is every 3rd due to gconc 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 gconc is discussed in !critbuff

⬥ Avoid 2H channels as it can cause issues, another benefit of DW after gconc

‎ ‎ ‎ ‎• 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 range / melee 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

Demo:     • melee: sever → (wait 4t) auto fires → (wait 1t) cleave     • range: piercing → (wait 4t) auto fires → (wait 1t) mds

Use Cases

⬥ Far more limited than 4TAA, primarily for aligning ticks

‎ ‎ ‎ ‎• E.g. zerk rotations with a 7t channel (e.g. 4-hit destroy) but unable to do a 5t channel (e.g. gflurry)

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This is niche post abyssalscourge + jawsoftheabyss


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 zerk

‎ ‎ ‎ ‎• Results in zerk and berserker 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

Demo 1: zerkgbargedeciassaultcleavedestroydecicleavesever → (5TAA) quakeDemo 2: zerkgbargedeciassaultcleavedestroydecicleaveseverquakedeci


‎ ‎ ‎ ‎• Demo 1 has a 5TAA, 2 has an unboosted deci after quake

‎ ‎ ‎ ‎• With 5TAA: quake does more damage (8451 > 7644) due to !lasttick

‎ ‎ ‎ ‎• In Demo 2: last decimate shows no 5TAA ≠ extra zerk ability

Dark Bow Autos

Weapon Speed Note
⬥ "Average", etc. refers to weapon speed used to cast it discussed here
Why They Are Interesting
dbow casts 2 autos at once but incurs as 12t cooldown
When They Can Be Used
⬥ Defensive autos to maximize adrenaline gain     • Demo: piercingantidbow swap → needle ⬥ Defensive autos for damage, if not in ecb but accuracy and inventory allows     • Demo: piercingdeathsswift + dbow swap

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

Demo: stall deci → Click (releases deci) → cleave

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 cease making this a non-issue (click boss after for familiar)

Demo: stall deciVuln (releases deci) + cleave

Necromancy Auto necroauto

⬥ This guide does not apply to the Necromancy Auto necroauto, 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 necroauto

⬥ While Living Death is active, each use of this ability generates two stacks of Necrosis necrosis

⬥ While the Omni guard is equipped, each use of the ability generates 1 Death Spark deathspark2 stack. Upon reaching 5 stacks deathspark, the next basic attack is empowered and deals double damage

⬥ By default, necroauto 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