I love my instant cast spells! I am not sure I entirely understand this issue...![]()
As far as I have ever been able to tell it casts instantly, just like it says, doesn't it? It goes off, you see it go off, then you see it hit.. No waiting for the GCD, non-interuptable. <3
The way I see things is as follows (correct me I am wrong):
GCD:
Trigger Action -> Action Performs -> Global Cool down -> Trigger Next Action -> Action Performs -> Global Cool down
Off GCD:
Trigger Action -> Action Performs -> Trigger Next Action -> Action Performs
And with off GCD, you can alternate, without waiting in certain circumstances. like
GCD Action -> Perform -> Off-GCD Action -> Perform -> GCD Action
Thus allowing you to just keep going without pause if you have figured out a good strategy.
One example of where I use them is when I go solo monster hunting I can chain like so: Lightning -> Virus -> Aero -> Stone -> Fluid Aura -> Repose -> Cure 1 -> Wait for Virus and Fluid Aura cooldown while Sleep in effect, then repeat (or some other similar chain using stone II).
I never notice any delays in this, it is a very smooth chain of events both in action, and in appearance.
In dungeons I often use <tt> macros, and am prone to throw the instants in between cures of the tank where it is safe (both in terms of healing and aggro) just for a bit of extra dd. And on a rare occasion if I am having trouble keeping the tank healed with a particular mob monster, and things are about to go south fast, I can do fluid aura <tt> to push an enemy away from the tank, and then cast cure II, before the enemy returns (I am also looking forward to getting swiftcast).
Anyways, just my own input. Not entirely certain where people are coming from with complaining about this because I honestly don't see what is wrong in the first place. Granted, I am not the fastest of players. But even so, the only way to decrease the wait would be to remove the perform step, or make a shorter animation, which would reduce the overall quality of the game visually. For me at least. Or to use a stacking attack, where it performs all the animation at once, but not sure how well that could work in an environment like this, more the pure turn based games.
I could be wrong, but I think you misunderstood me. The perform step is the action being performed, not the action taking effect. There is no animation cooldown, because the action doesn't take effect, until the animation is complete. This isn't a post action cooldown, this is the action being carried out.