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	<title>Aftercast delay - Revision history</title>
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	<updated>2026-10-18T19:53:09Z</updated>
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		<id>https://gw1wiki.ezgame.cc/index.php?title=Aftercast_delay&amp;diff=17502&amp;oldid=prev</id>
		<title>gww&gt;Coaster: Brawling Headbutt + Shove</title>
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		<updated>2026-09-04T20:44:42Z</updated>

		<summary type="html">&lt;p&gt;Brawling Headbutt + Shove&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{TOCright}}&lt;br /&gt;
[[Aftercast delay]] is the period after ''successfully'' activating certain [[skill]]s, during which players cannot move or activate other skills. Aftercast delay, which is almost always {{3/4}} second (&amp;quot;s&amp;quot;), is common for skills that have an [[activation time]], but otherwise uncommon. If a skill causes an aftercast delay, then A) your character cannot move or auto-[[attack]] until the end of the aftercast period, and, B) the skill must be [[Skill queue|queued]], so it cannot be used while [[Knock down|knocked down]].&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
===Aftercast delay===&lt;br /&gt;
These [[skill type]]s always have an aftercast delay of {{3/4}} (unless noted further below):&lt;br /&gt;
&lt;br /&gt;
* All [[chant]]s, [[Echo (skill type)|echoes]], [[glyph]]s, and [[ritual]]s&lt;br /&gt;
* All [[spell]]s (unless listed below).&lt;br /&gt;
* Five skills without activation times: [[Air of Superiority]], [[Burning Shield]], [[Feral Aggression]], [[Inspirational Speech]] and [[Ursan Force]];&lt;br /&gt;
* All [[form]]s, ''except'' for the [[elite]] [[Norn]] ones ([[Raven Blessing|Raven]], [[Ursan Blessing|Ursan]], and [[Volfen Blessing]]);&lt;br /&gt;
* All [[signet]]s except [[Dolyak Signet]];&lt;br /&gt;
* All other skills, unless listed below.&lt;br /&gt;
&lt;br /&gt;
==== Exceptions ====&lt;br /&gt;
The following skills do not have an aftercast delay, even though they fit one or more of the categories above:&lt;br /&gt;
&lt;br /&gt;
* [[Dwarven Stability]]&lt;br /&gt;
* [[Scorpion Wire]] (a hex spell with a situational Shadow Step)&lt;br /&gt;
* [[Spiritual Healing]]&lt;br /&gt;
* [[Grapple]] (though the knockdown on the user must be prevented to observe it)&lt;br /&gt;
* [[Verata's Gaze]]&lt;br /&gt;
* [[Brawling Headbutt]]&lt;br /&gt;
* [[Shove]]&lt;br /&gt;
&lt;br /&gt;
=== No delay ===&lt;br /&gt;
These skill types ''do not'' have an aftercast delay (unless noted above):&lt;br /&gt;
&lt;br /&gt;
* All skills without an activation time, including [[flash enchantment spell]]s, [[shout]]s, [[stance]]s, and some others;&lt;br /&gt;
* [[Attack skill]]s with specified activation time (noticeably [[interrupt]]s and some [[dagger]]s skills);&lt;br /&gt;
* [[Ranger]] [[preparation]]s from [[Prophecies]] or [[Core]];&lt;br /&gt;
* [[Shadow step]]s that do not exclusively target a foe, except for [[Ride the Lightning]].&lt;br /&gt;
&lt;br /&gt;
=== Animation delay ===&lt;br /&gt;
[[Attack skill]]s without an activation time have an effective delay, similar to aftercast, caused by weapon animation timing:&lt;br /&gt;
&lt;br /&gt;
* [[Bow attack|Bow]], [[Dagger attack|dagger]] and [[hammer attack]] skills have a {{3/4}}&amp;amp;thinsp;s animation.&lt;br /&gt;
* Other weapon-based [[attack skill]]s are on a {{1/2}}&amp;amp;thinsp;s timing.&lt;br /&gt;
* [[Melee attack|Melee generic skill]]s use the current weapon equipped in term of timing.&lt;br /&gt;
&lt;br /&gt;
These delays are accounted for in [[Attack speed]]: chained attack skills have the same attack interval as auto-attacks. &lt;br /&gt;
&lt;br /&gt;
==== Visual glitches ====&lt;br /&gt;
* As attack skills override the default auto-attack process and timing (based on the [[attack speed]] of the weapon), additional delay can occur when they resume the overlapsing.&lt;br /&gt;
&lt;br /&gt;
* [[Bow]] attack skills with {{1/2}}&amp;amp;thinsp;s activation times display in a particular way: as the [[projectile]] is fired {{1/4}}&amp;amp;thinsp;s after the initiation of the skill (still following the default length of the animation, yet allowing shorter skill chains).&lt;br /&gt;
&lt;br /&gt;
* The same mechanics apply to [[Daggers]] and [[Hammer]]s, but is not as noticeable, as their next swing may cut the last part of the skill animation.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In certain cases the aftercast delay can be canceled by situational triggers, e.g. by a change of form.&lt;br /&gt;
* [[Assassin]] dagger attack skills with activation times that are shorter than the typical dagger animation delay can be used to hasten combo attacks.&lt;br /&gt;
&lt;br /&gt;
* There are no other known mechanisms to reduce or cancel aftercast delay. In particular, the [[Mesmer]]'s [[Fast Casting]] attribute has no effect on the aftercast delay of spells or signets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Prior to the [[game updates/20080306|March 6th, 2008 update]], [[point blank area of effect]] [[spell]]s had an aftercast delay of 1.75 seconds.&lt;br /&gt;
{{Skill lists navbar}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>gww&gt;Coaster</name></author>
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