Quote Originally Posted by Zyeriis View Post
I haven't experienced a single instance of this. I'm not saying there isn't an issue but, if it was the server, then wouldn't everyone be having this problem?
As I've mentioned in a similar thread, it could just come down to playstyle. Judging by your avatar, I'd assume you primarily play a tank at 50. While this issue can crop up at lower levels, it's typically the tighter tuning (read: faster enemy cast times) at high level that make the problem most apparent. From the bit that I've messed with Gladiator, I know that you don't have any hard-cast spells as part of your main rotation, so the issue with moving casts or false interrupts wouldn't affect you.

This just leaves the AOE, which is a bit easier for Melee/Archers to avoid simply because of the 'instant' nature of those classes. If your latency to the server is low, and you always move the instant you see a red indicator, you will be very likely to avoid getting hit. Casters have a rougher time of it because it can be tempting to complete a cast ("My cast will finish in less than 1 second, that still gives me .5 seconds to move") but the location polling artificially lowers the amount of time a player has, which can cause a player to get calculated as a false hit if they only barely make it out of the red in time. Casters also have the "I moved but my cast kept going" problem compounding this -- because of the way the polling works, it's possible to complete a cast while moving if you move late in the cast. This can make you face the target or "stutter step" when the spell animation completes, which can cost valuable fractions of a second when trying to avoid a fast AOE.