So I learned about light weaving and animation canceling a while ago and light weaving was pretty easy (I am shocked how much of a difference it made, I played for quite a while just assuming i couldn't spam attacks while using my skills.) But I failed to grasp how to fully animation cancel.
Am I right in assuming the key to it is some skills have a "Cast time" (mentioned on the tooltip) and an "animation time" and they are not in sync.
Thus the skill que is waiting for the animation to finish, but if the cast time is cleared then you could use a priority action (Block/Dodge/Bar Swap) to break off the rest of the animation and enter a new skill?
The ability to interrupt your own actions to make twitch maneuvers is pretty important to a fluid feel, so it's just a matter of not doing it during the actual cast time.
If that is all there is to it though i have one simple question. If ZOS is concerned with raising the skill floor, why not just make the skill que fire off the next skill when the "Cast time" and global cooldown is up instead of waiting for the animation to finish?
Sure the full animations are nice-ish (and yeah they could adjust all the animations, but that would take a lot of effort) or just make the above change and if you wanna see the full animation just wait till it's finished the use a new skill. I mean who is actually watching their animations play out in a dungeon?
But since they most likely won't make the change that would be in line with their stated goals, is there anything i can watch for to let me know exactly when the real cast time is done, or it simply a matter of testing and practising it til you get it down?
Edit: Does this apply to instant casts? Blazing spears feels like it holds me up way longer then it should.
Edited by gothickaiserub17_ESO on June 2, 2017 6:04PM