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 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.
- 1 Player interaction
- 2 Movement stalling
- 3 Tick timing
- 4 Greater Barge as an opening
- 5 Casting abilities without a target
- 6 Losing target
- 7 Usage of spells during global cooldown
- 8 Other interactions
- 9 Former Interactions
- 10 Update history
- 11 Trivia
- 12 Notes
Player interaction[edit | edit source]
The main function of ability queuing is to either queue an ability during global cooldown at a time before global cooldown ends such that it is cast after global cooldown or for the ability to be cast when it's no longer on internal cooldown (and the player is not on global cooldown). 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 , 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 cancelled 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.
Movement stalling[edit | edit source]
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|
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]
"On-tick defensives" are defensive abilities that are cast by the player on the same tick as an enemy attack lands on the player. Queued defensive abilities affect the player on this specific game tick and the outcome depends on when the attack lands on the player with respect to when the enemy has cast their attack. Because of this, the distance between the player and the enemy is a factor as attacks may land on different ticks if the distance is small or large.[note 1]
Defensive abilities that are queued during GCD have the option to be queued on 3 different ticks before the defensive is cast and it is these ticks that determine whether or not the attack will be affected by the on-tick defensive cast. On-tick defensives that have the queueing symbol appear over the defensive for 1 game tick before cast will not work.
If the queueing symbol appears over the upcoming on-tick defensive
- 2 ticks before cast, the player has to be 1 or 2 tiles away from the enemy. Any farther and the attack will not be affected by the on-tick defensive.
- 3 ticks before cast, the player has to be between (inclusively) 1 to 5 tiles from the enemy.
If the player is 6 or more tiles away from the enemy, queued on-tick defensives will not work.
Because of this nature, it is possible for a player to be killed while casting a queued on-tick Resonance/Divert, Barricade, or Immortality because their respective effects do not apply on the specific game tick they are cast.
Final tick of buffs[edit | edit source]
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 : 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 channelled ability.
- Limitless and Ingenuity of the Humans : 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 and Rampage : 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 , Death's Swiftness , and Metamorphosis : 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 and Split Soul : 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 2]).
Greater Barge as an opening[edit | edit source]
If the player is out of combat, clicks on a target and uses Greater Barge as an opening (in that order) it will act as a 225% ability and will also give the player the second buff, allowing the player to use their next melee channelled ability as a DoT. However, with ability queueing enabled, if the player, initially out of combat, either queues Greater Barge and then clicks the target or presses/clicks Greater Barge and clicks on their target on the same tick (in that order), Greater Barge will act as a 125% ability and not give the player the second buff of Greater Barge.
Casting abilities without a target[edit | edit source]
If ability queueing is enabled, certain abilities are not possible to cast without a target.
Interaction with Reprisal[edit | edit source]
If ability queueing is enabled, ability stalling with Reprisal to prevent adrenaline loss is not possible; instead, Reprisal will be/remain queued.
Interaction with Essence of Finality[edit | edit source]
There are certain special attacks that are specifically unable to be cast through the use of the Essence of Finality ability if the player has ability queueing enabled. These special attacks are:
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 or on an equipped Tier 90 Defence Shield from Barrows: Rise of the Six 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:
Usage of spells during global cooldown[edit | edit source]
With ability queueing enabled, it is possible to use magic auto-attacks and other spells such as Vulnerability, Entangle, etc. during global cooldown. This is not possible if ability queueing is disabled.
This is one of the few ability queueing specific interactions that can be beneficial to the player.
Releasing a stalled ability during global cooldown[edit | edit source]
Because these spells can be used during global cooldown, the player can use these to release stalled abilities during global cooldown. This is not possible if ability queueing is disabled.
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
ability queueing[note 3]
Former Interactions[edit | edit source]
3-tick Snipe[edit | edit source]
Snipe 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.
Update history[edit | edit source]
- patch 28 January 2019 (Update):
- patch 21 January 2019 (Update):
- 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.
Trivia[edit | edit source]
- Though the patch notes from 21 January 2019 state that movement stalling and 'on-tick' heals with Resonance were patched, these issues still exist in the game.
Notes[edit | edit source]
- ^ There appear to be some exceptions from enemies with delayed attacks, such as attacks from glacors, where queued on-tick defensives work across all distances.
- ^ 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.
- ^ 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 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.