Ability queueing

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Location in the Settings for toggling ability queueing.
Ability queueing.png

Ability queueing, also known as queueing, is a toggleable option found in the Settings interface under Gameplay → Combat & Action Bar → Action Bar. The in-game description is Trying to trigger an ability on cooldown will set it to activate once ready. This applies for abilities that are on their own internal cooldown as well as the global cooldown (GCD). In addition Magic spells such as Air Surge, Vulnerability, etc. can also be queued. Ability queueing can only occur by clicking/pressing an ability on an Action bar; abilities cannot be queued from the ability book.

Player interaction[edit | edit source]

The main function of ability queuing is to trigger an ability during global cooldown at a time before global cooldown ends. It can be used synergistically with the Full Manual and Revolution Combat Modes. It is unable to be used with the Legacy Combat Mode. If ability queueing is toggled on, it does not mean all abilities cast by the player are queued. Only abilities that have the queueing icon, a rotating yellow circle Ability queueing.png, are queued. During combat, an ability can only be queued if the icon is present at least one game tick earlier before cast. If a player attempts to queue an ability to cast sooner than this, the ability will not be considered queued.

A queued ability can be canceled by switching any action bar or by pressing/clicking on the queued ability early enough such that the icon disappears at least one game tick before it is cast. Furthermore, a queued ability can be bypassed if the player manually clicks or presses another ability on the tick before the queued ability is set to be cast. If this is done, the ability that was previously queued remains queued.

Ability queueing provides some additional effects, many of which are detrimental to the player.

Losing target[edit | edit source]

With ability queueing enabled, one can lose a target by:

  • Right-clicking the Provoke option (not the ability) on an equipped Tier 80 Defence Shield from Daemonheim Chaotic kiteshield.png: RS3 Inventory image of Chaotic kiteshieldFarseer kiteshield.png: RS3 Inventory image of Farseer kiteshieldEagle-eye kiteshield.png: RS3 Inventory image of Eagle-eye kiteshield or on an equipped Tier 90 Defence Shield from Barrows: Rise of the Six Malevolent kiteshield.png: RS3 Inventory image of Malevolent kiteshieldMerciless kiteshield.png: RS3 Inventory image of Merciless kiteshieldVengeful kiteshield.png: RS3 Inventory image of Vengeful kiteshield after the player's target is killed
  • Attempting to use a special attack after the target is killed. This does not work with the follwing special attacks:

Movement stalling[edit | edit source]

A player experiencing movement stalling as a result of a queued offensive ability, Sonic Wave, being cast while clicking to try and keep moving.

A queued offensive ability (something that needs to interact with a target, typically able to cause damage) will always force the player to stop movement for casting the ability. This happens even if the player is spam clicking in an attempt to try to keep moving. The table below lists abilities that do not cause movement stalling.

Abilities that do not cause movement stalling
Ability book Abilities
Melee Bladed Dive.png
Magic Golden Touch.png Surge.png
Ranged Escape.png
Defence Aggression.png Unsullied.png Devotion.png Anticipation.png Resonance.png Provoke.png
Reflect.png Revenge.png Immortality.png Barricade.png Natural Instinct.png
Constitution Limitless.png Ingenuity of the Humans.png Slayer's Insight.png Kuradal's Favour.png Demon Slayer (ability).png Dragon Slayer (ability).png
Undead Slayer (ability).png Eat Food.png Siphon.png Incite.png Reprisal.png Guthix's Blessing.png

Tick timing[edit | edit source]

Many queued abilities cast on the specific ticks behave differently compared to abilities that are not queued under the same conditions. These scenarios usually involve the queued ability being cast on the same tick as the player takes damage or the final tick of a buff provided to the player before it runs out. Some of these are also affected by revolution(++) attempting to trigger the ability.

Interaction with Defence abilities[edit | edit source]

A player casting a queued Resonance on the same game tick an enemy attack lands. The enemy attack deals damage to the player. Resonance is on the buff bar and the next attack heals the player.

For example, if a player attempts to cast Resonance on the same game tick that an enemy's attack lands, the effect the player experiences differs if Resonance was cast as a queued ability or cast without being queued.

  • If Resonance was queued and is cast on the same game tick that an enemy attack lands, the player will not heal from the attack, but will instead take damage and Resonance will remain on the buff bar for the next attack that hits the player.
  • If Resonance was not queued and is cast on the same game tick that an enemy attack lands, the player will heal from the attack as expected.

This same concept applies to other defensives such as Barricade and Immortality (as well as all other defensive abilities) if they have been queued and are cast on the same game tick as an enemy attack. Because of this nature, it is possible for a player to be killed while Barricade or Immortality are active (in this example, the attack does not break the normal effect of the defensive ability) because their respective effect does not apply on the specific game tick they are cast.

Final tick of buffs[edit | edit source]

A player casting a queued Assault such that it is cast on the final game tick (tick 10) of the Greater Barge buff. Assault does not become a damage-over-time.

These buffs will not apply on the final tick if the player is attempting to trigger the ability through either ability queueing or through revolution(++). Revolution can still be the active Combat Mode and ability queueing can still be enabled, but in order to receive the buff on the ability on the final tick, it has to be manually cast.

Affected[edit | edit source]

  • Greater Barge Greater Barge.png: The player has a total of 6 seconds (10 game ticks) to cast a melee combo ability as a damage-over-time (DoT). However, if the player attempts to cast one of these melee combo abilities on the last game tick of the buff, it will not be applied as DoT and instead will be cast as a normal channeled ability.
  • Limitless Limitless.png and Ingenuity of the Humans Ingenuity of the Humans.png: If a threshold is to be cast on the final tick of the Limitless buff while under 50% adrenaline, it will not trigger. If it is attempted through ability queueing, the threshold will remain queued. If an ability is to be cast on the final tick of the Ingenuity of the Humans buff, it will not receieve the buff of 100% hit chance.
  • Berserk Berserk.png and Rampage Dragon battleaxe.png: RS3 Inventory image of Dragon battleaxe: If the player casts an ability at the end of the damage boosting ultimate Berserk (boost is a maximum of 34 game ticks) or the Dragon battleaxe special attack, Rampage (boost is a maximum of 101 game ticks), it will not receive the boost.

Unaffected[edit | edit source]

  • Sunshine Sunshine.png, Death's Swiftness Death's Swiftness.png, and Metamorphosis Metamorphosis.png: The issue with having a queued ability or a revolution ability trigger on the final tick for a regular (52 game ticks) or a Planted Feet (64 game ticks) Sunshine or Death's Swiftness does not apply. This also holds for Metamorphosis (25 game ticks). There does not appear to be any difference between an ability cast on the final tick of the buff for a manual trigger, a revolution trigger, or a queueing trigger.
  • Blackhole Zaros godsword.png: RS3 Inventory image of Zaros godsword and Split Soul Eldritch crossbow.png: RS3 Inventory image of Eldritch crossbow: The special attack of the Zaros godsword, Blackhole (34 game ticks), and the special attack of the Eldritch crossbow, Split Soul (25 game ticks), are unaffected by an ability triggered through queueing or revolution. Blackhole always provides the boost on the last tick and Split Soul never does because the damage splat from Split Soul is always delayed by one tick from the initial hitsplat (the latest an ability can be cast is the 24th game tick [note 1]).

3-tick Snipe[edit | edit source]

A player casting Snipe followed by a queued Piercing Shot with Nightmare gauntlets equipped. Piercing Shot is cast 3 game ticks after the animation for Snipe begins.

Snipe Snipe.png is a Ranged combo ability that takes 2.4 seconds (or 4 game ticks) to land after Snipe goes on cooldown. If the player starts the animation for Snipe on game tick 1, the animation for the cast begins on tick 4, and the damage appears on tick 5. Because of this, the next ability following a snipe that hits the target can be cast as early as tick 5, one tick longer than the global cooldown of 1.8 seconds (3 game ticks). However, if the player has ability queueing enabled and Nightmare gauntlets equipped (both conditions have to be met), the player can do what is colloquially called 3-tick Snipe (or 3t Snipe). The 3 in the name refers to the amount of ticks between the player starting the animation for Snipe and the player cast of the ability that follows Snipe. In this example, with ability queueing enabled, a queued ability following Snipe will be cast on tick 4.

An example of the player casting Snipe and then Piercing Shot[note 1] under normal use.
4-tick Snipe
Game tick Ability information Global cooldown information
1 Player starts animation for Snipe.
Snipe goes on internal cooldown.
Global cooldown begins.
2 N/A N/A
3 N/A N/A
4 Player casts Snipe. Global cooldown ends.
5 Snipe hits target.
Player casts Piercing Shot.
Piercing Shot goes on internal cooldown.
Global cooldown begins.
6 Piercing Shot hits target. N/A
7 N/A N/A
8 N/A Global cooldown ends.
Next ability can be cast this game tick.

An example of the player casting Snipe and then a queued Piercing Shot[note 1] with Nightmare gauntlets equipped.
3-tick Snipe
Game tick Ability information Global cooldown information Ability queuing information
1 Player starts animation for Snipe.
Snipe goes on internal cooldown.
Global cooldown begins. Player queues Piercing Shot Ability queued.png
(after Snipe is started and before tick 3).
2 N/A N/A
3 N/A N/A Ability queueing.png Ability queuing icon has to be displayed over Piercing Shot this game tick.
4 Player casts Snipe.
Player casts Piercing Shot.
Piercing Shot goes on internal cooldown.
Global cooldown ends and begins. N/A
5 Snipe hits target. Piercing Shot hits target. N/A N/A
6 N/A N/A N/A
7 N/A Global cooldown ends.
Next ability can be cast this game tick.
N/A

Interaction with Reprisal[edit | edit source]

A player attempting to stall adrenaline with Reprisal but is unable because ability queueing is enabled. However, it is possible if ability queueing is disabled.

If ability queueing is enabled, ability stalling with Reprisal Reprisal.png to prevent adrenaline loss is not possible; instead, Reprisal will be/remain queued.

Other interactions[edit | edit source]

Though the majority of abilities can be queued, some abilities cannot be queued under any circumstance, one ability can only be queued without a target, and one ability can be queued independently of the ability queueing toggle.

Ability book Cannot be queued Can only be queued
without a target
Independent
ability queueing[note 2]
Melee Bladed Dive.png N/A N/A
Magic Golden Touch.png Surge.png N/A N/A
Ranged Escape.png N/A N/A
Defence Aggression.png Unsullied.png Provoke.png N/A
Constitution Limitless.png Ingenuity of the Humans.png Slayer's Insight.png Kuradal's Favour.png
Demon Slayer (ability).png Dragon Slayer (ability).png Undead Slayer (ability).png Eat Food.png
N/A Regenerate (ability).png

Update history[edit | edit source]

The update history project is a work-in-progress – not all updates to this topic may be covered below. See here for how to help out!
  • patch 28 January 2019 (Update):
    • Queuing an ability will no longer be used a cycle earlier when used after the Snipe ability.
    • Players can now reliably queue abilities while they are currently channeling an ability such as Concentrated Blast
  • patch 21 January 2019 (Update):
    • Ability queuing will no longer stop the buff from Needle strike going to the following ability.
    • Ability queuing will no longer stall the players movement after using an ability.
    • Ability queuing no longer stops 'on-tick' heals with the Resonance ability.
  • patch 8 January 2018 (Update):
    • It is now easier to consistently cast debuff and bind spells while revolution is active in combat. These spells still obey the global cooldown and may now be cast via ability queuing on the action bar.
  • patch 13 November 2017 (Update):
    • The Cleave ability can now be used by Revolution while action bar slot 6 has a queued ability.
  • hotfix 12 June 2017 (Update):
    • Queuing threshold & ultimate abilities in certain situations no longer halts revolution until the queued ability is triggered.
  • patch 9 May 2016 (Update):
    • Ability and special attack queuing in Legacy interface mode now behaves correctly.
  • patch 14 September 2015 (Update):
    • Queuing abilities on cooldown will no longer wait an extra tick before triggering.
  • patch 1 July 2014 (Update):
    • Ability queuing has been altered to fire abilities at the same rate as Full Manual.
  • patch 3 March 2014 (Update):
    • A selection of non-combat spells can no longer activate the ability queuing system.


Trivia[edit | edit source]

Notes[edit | edit source]

  1. ^ a b c For this, the Ranged ability lands one game tick after cast instead of two. Weapon overrides and distance from the target affect this.
  2. ^ The Regenerate ability can be queued at anytime regardless if ability queueing is enabled or disabled provided the "Automatically trigger regenerate" feature is disabled (found in the same location, just under the toggle for ability queueing). If ability queueing is enabled, Regenerate can be queued at the same time as any other ability. However, Regenerate can only happen if the player has adrenaline and is out of combat. The queueing icon appears on the Constitution icon Hitpoints icon.png located on the Action bar. If the automatically trigger regenerate toggle is enabled, then the icon can appear on the Regenerate ability between global cooldowns if clicked or pressed.