Bag of Tricks Vol. 91: DC Power Animation Times and Power Cancelling

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Welcome to the latest installment of our Bag of Tricks! On some days you will find useful tricks, gimmicks and ideas here that can make life in Neverwinter Online easier. Some of the stuff should be well known, but since even veterans learn something new every now and then, chance is you can, too.

Power animation and cancelling is an intriguing topic for any ambitious gamer out there. All powers comes with an animation time during which you can’t use any other powers and usually stand still. You can however at any point dodge or sprint out of an animation and cancel it that way. This might sound like it’s only useful in case of emergency, but depending on what the power does and when certain effects trigger, you might not need to wait out the whole animation time to achieve what you want. Say a power procs a buff on the start of the activation and deals damage at the end. If you’re a buffer, you might not care about the damage, and can safely animation cancel early without losing anything of value for you. On the contrary, you are then able to fire the next power much sooner.

For Devoted Clerics, Arcgames user “nevertwi” put in tremendous work on the topic. He not only lists data on animation times, what powers cancel others, and when certain aspects of powers are triggered, but also gives advise how to chain them, and hands out plenty explanation and general talk about the topic. It’s definitely worth a read, also for everyone not playing a DC.


Bag of Tricks Vol. 86: GoldenKnight’s Refinement Cost Spreadsheet V2.0
Bag of Tricks Vol. 87: Module 13 Campaign Idol Caps
Bag of Tricks Vol. 88: Nyvaril’s Workshop for Masterwork Professions
Bag of Tricks Vol. 89: Farming the Weekly Storming the Castle Completion
Bag of Tricks Vol. 90: Neverwinter Enchantment Calculator by Crow


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