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Some abilities are not affected by the global cooldown, and do not trigger the global cooldown when used. The global cooldown affects the wait for the next ability, so using an item or ability with the standard 1.5 second cooldown will require waiting that long before a 1 second global cooldown ability can be used. A few specific abilities have global cooldowns as short as 0.5 seconds. Haste doesn't affect GCD of agility energy melee classes like the ones mentioned before.
#WOW GLOBAL COOLDOWN HACK 3.3.5 PATCH#
However, since patch 2.4.0, haste can reduce the global cooldown to a minimum of 0.75 seconds (1.0 seconds prior to Legion) for the spells that originated from 1.5 second cooldown. The base global cooldown is generally 1.5 seconds for all classes except rogues, druids, and monks, whose abilities mostly have one second global cooldowns. This allows you to immediately begin casting a new spell, be it the same spell or another. If a spell with casting time is interrupted before it has finished casting, the global cooldown is canceled. If a spell has a casting time less than the global cooldown (or instant cast), you generally have to wait the remainder of the global cooldown. The phrase 'to global' (or 'to be globaled') refers to being killed extremely quickly, such as in the duration of only a single GCD. It may take a certain number of globals to set up a rotation, to deal a certain amount of damage/healing, or to respond to an event. In this way it serves as a basic unit of measurement for time and ability usage. The term 'global' is also often used to refer to a single global cooldown.
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There are exceptions to this, however, as noted below. The global or universal cooldown, frequently shortened to "GCD", is the cooldown which starts every time you start to use a spell or ability, and affects all of your class spells and abilities. However, they do not share a cooldown, and so can be used in short succession on three different targets. Similarly,, and use the debuff to prevent a player from receiving any of these effects within 1 minute of each other. Some abilities do not have shared cooldowns, but still prevent players from using certain other abilities during their effect, such as to prevent players from combining excessively powerful buffs. Switching stances as a warrior prevents switching to another stance for 1.5 seconds but does not prevent the user of other abilities. Warrior stance changes also fall under the shared cooldown category. For instance, many potions share cooldowns with other potions the warrior abilities and share a cooldown and so do hunter traps.Ī shared cooldown need not match the ability's individual cooldown some powerful abilities with lengthy cooldowns also have a short shared cooldown with similar abilities, preventing a player from gaining several powerful effects at once. This usually means that you must choose wisely which to use, since you cannot use all within a short time period. It is important to know if a spell or item has a shared cooldown, since that is much more limiting than an isolated cooldown. It effectively applies the same cooldown to all those that it shares a cooldown with. An ability with a lengthy cooldown for example, Save your cooldowns for boss fights.Ī shared cooldown is when some spell, item or ability prevents usage of certain others while it is cooling down.Most abilities cause and are affected by the global cooldown, but some are not - see the list below. This is known as the global cooldown, and prevents players from using several abilities at once, instead requiring them to be used one at a time (often as part of a 'rotation'). The period of time after using almost any spell or ability in which it is not possible to use any other spell or ability.Some abilities have no cooldown and can therefore be used as often as desired (provided any other requirements are met). Many powerful spells and abilities have lengthy cooldowns, encouraging players to exercise forethought in choosing the best moment to use them. The period of time after using a spell, ability or item before it can be used again.
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Often referred to by the pseudo-acronym "CD". The term cooldown is defined as a period of wait time before a spell, ability, or item power can be used after a prior spell, ability, or item power.