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LordDraconus.7183

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  1. I sent a bug report for this in game after testing it, but I figured it might be a good idea to post it here to possibly spread awareness that Slam failing to produce its hitbox isn't random. It turns out that if you use Slam and then try to use it again before its original 4.5 second cooldown, it doesn't produce its hitbox and just goes into cooldown. Alacrity enables you to do this, and was the one consistency between all of the times Slam failed to work for me. So today I decided to test this using my Chronomancer to replicate the conditions as follows: I used Well of Recall which provides Alacrity on its final pulse. I would then mount up on my turtle and use slam right around the time I get Alacrity from the well. And then finally I try to use Slam again as soon as it came off of cooldown (which is shortened by Alacrity, and the one subject to the testing). I did this test quite a number of times to make sure my hypothesis was correct, and I was consistently able to make Slam fail doing this. Activating Slam again after using it, but before its base 4.5 second cooldown will cause it to fail to produce its hitbox and go into cooldown.
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