Bug with Rampage as One?
2 pages • Page 2
I'm at work at the moment, but can someone please go into the game and test "Heal as One" which is also a skill and see if it interrupts all actions like movement and attacking?
The fact Rampage as one is a "Skill" and not a Shout or Stance could be the reason it acts the way it does.
But I'd like someone to test "Heal as One" before I log anything up with A.net.
The fact Rampage as one is a "Skill" and not a Shout or Stance could be the reason it acts the way it does.
But I'd like someone to test "Heal as One" before I log anything up with A.net.
Heal as One interrupts the action, but also has an activation time of one second.
Strike as One does not interrupt the action, but then again, it's a shout.
Note that RaO is the only "Skill" in the game, which does not have an activation time, but still interrupts your action when activated.
Strike as One does not interrupt the action, but then again, it's a shout.
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Originally Posted by RTSFirebat
The fact Rampage as one is a "Skill" and not a Shout or Stance could be the reason it acts the way it does.
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Originally Posted by RTSFirebat
Ok thanks for the info, as it stands it seems "Ramage as One" doesn't have any activation time, it seems to be instant...
Of course this could be a mistake thus the reason it interrupts your action, or its just bugged. I'll make a support ticket to A.net about it shortly. |
Just because it's called aftercast doesn't mean it is only a feature of spells...
Just hit spacebar immediately afterwards. I personally don't think this is a bug. RaO is not a stance, it is a skill like Ritual Lord, and using it makes you stop because it is a skill being used, rather than a stance being activated. You can activate a stance while doing something else, but a skill has to be queued, if you are already performing an action (attacking, running, healing skill, knocked down), RaO will be queued and you will use it when you finish your current action.
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Originally Posted by Hand of Ruin
I already said it's called aftercast... it was probably intended as part of the nerf... lot's of skills have aftercasts (or lack thereof) that similar skills dont, as a balancing tool...
Just because it's called aftercast doesn't mean it is only a feature of spells... |
The bit about self-interrupting is only annoying, it does make the skill any weaker since you can work around it, so I'd guess it's a bug and not a way of nerfing the skill.
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Originally Posted by Carth`
Just hit spacebar immediately afterwards. I personally don't think this is a bug. RaO is not a stance, it is a skill like Ritual Lord, and using it makes you stop because it is a skill being used, rather than a stance being activated. You can activate a stance while doing something else, but a skill has to be queued, if you are already performing an action (attacking, running, healing skill, knocked down), RaO will be queued and you will use it when you finish your current action.
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No offense, but please read the thread before posting, it is only two pages so far.
Also, do some testing at Isle of the Nameless with Ritual Lord. Use RL while running to see if your character stops. You can also try other skills like Endure Pain and Healing Signet. According to your claims, HS should finish before Endure Pain will be activated.
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Originally Posted by RTSFirebat
I've logged a bug report with A.net now, waiting a responce.
If anything I think the solution would be to change it to a "Shout" or "Stance". |
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Originally Posted by Anarkii
Changing it to a stance would be a balance change(read 'Slight Nerf') instead of a pure bug fix. Being able to pair RaO alongwith a ranger stance made for some interesting choices.
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But being changes to a shout could be a possible option.
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Originally Posted by RTSFirebat
Thank you very much for contacting the Guild Wars Customer Support Team. Unfortunately there is no information available on the subject you inquired about. Such information will be normally be released to the public on our official website www.guildwars.com as soon as it becomes available. You might also want to visit the numerous Guild Wars fansites and forums ( http://www.guildwars.com/community/fansites/ ) where you will also be able to find a lot of information regarding Guild Wars.
We are sorry that we can not help you in this case, but please feel free to contact us again in case you have other questions. |
They said they will "forward" it onto their development team
So basically support knows nothing about what I'm asking "Is it a bug?" and cannot help further.

I'm sure they're well aware of the fact that you have to stop to activate the skill, they did have to develop it after all. It seems balanced as it is currently. They might have decided to have it work the way it does with its current duration. I would bet that if they make it work like other pet shouts, they'll reduce its duration.
It is a bit annoying they way it works, I agree.
It is a bit annoying they way it works, I agree.
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Originally Posted by Fiddlers Black
it is a skill, so it requires your action how small it might be, just like dolyak signet ... also no activation time and can't activate it while running etc. ...
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Youre getting the godliest speed/attack boost in the game. Don't complain noob.


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