But that could be in a city, right? So if cities are non-pvp that would be an escape method?
But 30 second cast time...that eliminates gaygating I guess, lol....
Do you have to come to a complete stop to cast spells? I'm assuming yes, never hurts to know for sure...
i got a patch but it was pretty small asset patch.. and no notes.. and I played on this machine yesterday so it was up to date..
so pretty small patch.. hope there is more to it.
Well, here's the thing...HP said it "can't be cast in combat". I never played WoW, but in Everquest, the game only detects when you are in combat with NPCs, ie, when an NPC is "aggro" on you. Players could interrupt your casting, but being in combat with a player did not trigger any "in combat" penalties.
So...does TOR detect PvP combat and consider you "in combat"? If it doesn't, all you have to do is find an 8 second hiding spot...
But, with a 30 minute reuse timer I guess that's OK.
Don't think that was the big patch. And I'm going to wait for BW to say release build is out, and go DL. They are still working on some more bugs and such, so if your not playing beta don't really see the point in DLing a patch now.
My previous char seemed to disappear so I started a trooper this time. Ranged combat does seem funner at low levels. Had a couple recurring bugs; whenn leaving a cutscene my char would come out of it constantly moving in a direction. Had to log out to fix this. Also had a couple occurences of world map going blank, terrain overlay still there but no position arrow or indications of quest/vendor etc...
I ordered 2 CE from target on sale, if they go limited quantity and I can resell one high enough ill probably keep the other for myself.
There are some instant spells. I would use an instant spell on my Jedi Shadow as I ran into fight. Usually cast Force Breach first and then I think it was telekenisis (the one where an object came out of the ground and smacked you). If I had time would sometimes cast the self +dmg buff and a stim before those two spells.
Almost everything that isn't a "channeled" skill with a cast time is insta cast. You just have to have something targeted and for the target to be in range. The moment you press the button the effect goes off. Even on "channeled" spells you'll still get 1 tick of the ability going off if it is an ability that has an on tick effect. For example the jedi ability Telekinetic Throw is a ranged attack that hurls little rocks at your opponent for about 6 seconds and does damage every second. It is a channeled spell that requires you to stand still to use. However, you can still hit it when moving. One tick of the spell will go off and that's it.
Not entirely true. Jedi Sage has many, MANY skills that have cast times. Off the top of my head:
Both heals - 1.5s and 3.0s respectively.
Several combat skills - disturbance and mind warp - have cast times.
Force Lift (cc skill) - has a fairly long cast time.
None of them can you use while moving. Also, telekinetic throw will NOT activate while moving. Trust me, I've tried.
Almost everything that isn't a "channeled" skill with a cast time is insta cast. You just have to have something targeted and for the target to be in range. The moment you press the button the effect goes off. Even on "channeled" spells you'll still get 1 tick of the ability going off if it is an ability that has an on tick effect. For example the jedi ability Telekinetic Throw is a ranged attack that hurls little rocks at your opponent for about 6 seconds and does damage every second. It is a channeled spell that requires you to stand still to use. However, you can still hit it when moving. One tick of the spell will go off and that's it.
I am closed beta tester... have been for months.. so yes I'm patched.
None of them can you use while moving. Also, telekinetic throw will NOT activate while moving. Trust me, I've tried.
Damn, I wanna get in on this but don't wanna buy a "gaming" pc just yet. Rift ran surprisingly "well" on my i5 laptop with onboard graphics, I might just buy this game and give it a whirl and see if it'll run.
Project is what he is thinking about.. thats the one that tosses random objects at people.. and yes it is a instant.. and works on the run.
Didn't know you were in closed beta. One thing I am trying to keep up on is the UI. Think you can shoot back to us if they finally loosen their grip on some of the UI problems? (Lack of moving items and scaling).
Not entirely true. Jedi Sage has many, MANY skills that have cast times. Off the top of my head:
Both heals - 1.5s and 3.0s respectively.
Several combat skills - disturbance and mind warp - have cast times.
Force Lift (cc skill) - has a fairly long cast time.
None of them can you use while moving. Also, telekinetic throw will NOT activate while moving. Trust me, I've tried.
Hehe, I had heard about that announcement umm.. on Saturday I think.
Uhh, I did say almost, not all. Base class heals are one of the few abilities in the game with a actual cast time. Meaning you have to stand still, press a button, wait a moment, and THEN the final effects goes off once a pre-determined time frame has been reached. Unfortunately, those types are skills are not the majority of abilities in this game. Even then, many base heals become instant cast abilities if talents are used to do so.
Most abilities in the game though are instants or are channeled. Channeled abilities do an effect immediately upon being cast and continue that affect as long as the player remains still until a pre-determined time frame that also end the effect. Oh and Mind warp is a channeled ability. It does immediate damage upon casting and then continued damage over time. Many times in PVP I use abilities for even one tick of damage on the run if everything else is on cooldown for the moment and the force costs for doing so aren't significant enough to effect the next ability I want to use when it comes of cooldown.