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I can shed some light as to why your follow works the way it does. My follow is setup differently but achieves the same thing but basically here is why it works!
The jump is essentially doing what we used it to do when auto-follow was glitching out. Take for example commandos or mercenaries. They have a high damage auto attack type ability that can be converted into a heal. If you do not add a jump to the follow rotation, the follower characters will stop for 1.5s for the duration of the animation when healing. If you add a jump, the animation is instantly broken, the character resumes follow on your butt and continues to auto attack spam or heal with the auto attack. In short, jumping is working to break the following characters out of animations you can normally move through.
Another important thing to note is that where you insert your autofollow hotkey depends on what type of character set you are running.
For example running melee teams follow should be used after pretty much every single ability. This keeps the follow tight and right on you allowing melee DPS to do what melee DPS needs to do. On the other hand, ranged teams using casted abilities need to use follow before they use the ability. This way they follow, then the cast stops follow until you are finished and want them to follow again.
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