Thread: Wizard woes
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  #15  
Old 04-26-2019, 07:42 PM
Thorondor Thorondor is offline
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Join Date: Dec 2014
Posts: 633
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With Sow/Jboots you can quad.

Doesn't require snare.

From max casting range, standard runspeed mobs take 5 seconds to get to melee range if they are not Giants/Wurms with a larger than normal hit-box.

Even at the highest levels, Quad nukes only take 4.5s to cast. This means that you can quad without snare with a half second to spare on the cast time.

Lower level quad spells cast even faster.

Latency is a double edged sword. Post-50 when you're dealing with unsnared quadding you will want to take advantage of the latency to begin running when you have approximately 0.25s before the cast is done. It will cast the spell anyways due to the latency and allow u to remain out of hit range. It takes approximately 11seconds to get back to max casting range.

With that said, if you are a min-maxer in the late game, you will want to aoe snare your quads because you can sit to capture the med-tick between quad nukes:

Test the tick-timing while your quad is in tow snared and then be at max casting range sitting when the first tick goes through....

Stand
Immediately cast aoe nuke
Sit immediately upon it casting to capture the server tick
run while mentally counting to 5 in your head
Sit to capture the server tick
cast aoe nuke
sit to capture the server tick
run for 5 seconds
sit
nuke
sit
run for 5 seconds...repeat.
Last edited by Thorondor; 04-26-2019 at 07:47 PM..