r/Guildwars2 • • Sep 29 '17

[Research] [Research] In-depth Mount speed tests Spoiler

Updates, yay!

As of March 8th 2019 i have updated the chart. The recent range reduction of the endurance ability for the Warclaw amounts from 900 u to 600 u as per my tests and slightly reduced the overall travel speed. Thus it'll enable you to catch up to enemy Warclaws in your own territory quite a bit easier, even on foot. And it fixed most of the newly discovered illegal wall and gate skips.

I took this opportunity to make use of a better test area. Its slightly longer and much less bumpy but instead i had to wage war and get rid of some pesky Piken Square players who were hellbound on keeping their north camp. Science won :P

A Beetle starting with zero endurance will pass a sprinting Raptor after 17-18 seconds. In that time, the Raptor will be able to use four leaps, assuming it started with full endurance! This time should be about the same if the Endurance ability from the LS EP 4 is used, albeit a greater distance traversed. Further testing in progress.

Prologue:

In my earlier post i started to test all the mounts including their abilities. That one grew over time and is messy, so here is the finished result. All tests are now complete, data is final and cleansed of most of the short distance bias. This will be the base for feeding our Wiki with some more information, but i left the link to my original research down below in the appendix. Without further ado:

The testing areas:

https://imgur.com/a/DY8v5

Northern wall of the Garden of Seborhin on Domain of Vabbi, testing area for the land mount speeds.

https://imgur.com/a/kmlZk

Watery area in the southern area of Elon Riverlands to test the water mount speeds.

https://imgur.com/a/oBFt7

Divinity's Reach particle-ERR, Griffon Collider Ring. The area to test the air mount speeds.

https://imgur.com/a/cQJyW6l

Warclaw Test Area in the northeastern area of the Alpine Borderlands.

Mount Time (s) Mean (s) Speed (u/ s) Improvement
Land Mounts:
on foot (Swiftness) 88.06, 88.16, 87.96 88.06 392,0 Base land
Raptor (no ability) 57.81, 57.94, 57.69 57.81 597,1 52.3% (Mount base)
Raptor (+ability, single endurance segment use) 44.08, 44.13, 44.17 44.13 782,3 99,6% (31.0% over Mount base)
Jackal (no ability) 55.66, 55.60, 55.65 55.64 620,4 58.3% (Mount base)
Jackal (+ability, single endurance segment use) 46.23, 46.13, 46.01 46.12 748,4 90.9% (20.6% over Mount base)
Springer (no ability) 60.55, 60.45, 60.43 60.48 570,8 45.6% (Mount base)
Springer (+ability) nope, nope, nope ∞ not tested none
Skimmer (no ability, land) 62.80, 62.79, 62.74 62.78 549.9 40.3% (Mount base land)
Skimmer (+ability, land) 59.97, 59.51, 59.73 59.74 577.9 47.4% (5.1% over Mount base land)
Beetle (no ability, land) 57.45, 57.64, 57.69 57.59 599.4 52.9% (Mount base land)
Beetle (+ability, land) 24.81, 24.40, 24.57 24.59 1403.6 258% (134.2% over Mount base land ***)
Water Mounts:
on foot 30.42, 30.24, 30.11 30.26 392 Base water
Skimmer (no ability, water) 14.34, 14.48, 14.27 14.36 826.0 110.7% (50.2% over land speed)
Skimmer (+ability, water) 13.49, 13.55, 13.47 13.50 878.4 124.1% (6.3% over Mount base)
Air Mounts:
on foot 141.25, 139.42, 140.26 140.31 392 Base "air"
Griffon (grounded) 110.73, 110.01, 110.12 110.29 498.7 27.2%
Griffon (airborne) 93.35 93.28, 92.81 93.15 590,5 50.6% (Mount base)
Griffon (airborne, T1 swoop) 48,94 48.54, 48.30 48.59 1131,9 188.7% (91.7% over Mount base)
Griffon (airborne, T2 swoop) 28,75 28.37, 28.86 28.66 1919,1 389.6% (225.0% over Mount base, 69.5% over Swoop T1)
WvW Mounts:
on foot 36.84, 36.81, 36.76, 36.86 36.82 392 Base with Swiftness, no matter who owns area
Warclaw (no ability) 26.38, 26.27, 26.45, 26.48 26.40 546.9 39.5% (Mount base, friendly territory)
Warclaw (+ability, single endurance segment use) 24.47, 24.47, 24.41, 24.55 24.48 589.7 50.4% (7.8% over Mount base, friendly territory)
Warclaw (no ability) 32.33, 32.20, 32.24, 32.25 32.26 447.4 14.1% (Mount base, enemy territory)
Warclaw (+ability, single endurance segment use) 28.50, 28.53, 28.39, 28.38 28.45 507.3 29.4% (13.4% over Mount base, enemy territory)

Source post for the Warclaw: https://www.reddit.com/r/Guildwars2/comments/axp5x0/the_warclaw_speedtests_and_intel/

Conclusion:

The Raptor is faster than the Jackal which comes close second (counting abilities.) However, depending on the terrain, the Jackal can be faster because its ability works uphill and the Raptor leap has the same problem like all leaps ingame, stopping dead and not keeping momentum when your leap ends and you're still in the air. Both are easily passed by a speeding Beetle though, given sufficient terrain.

The Griffon is awfully slow when grounded, but given sufficient height, its the fastest Mount there is.

The Skimmer and Springer shine where there is difficult terrain (cliffs, water) to traverse, but fall far behind Raptor, Jackal and Beetle on flat terrain.

It should be said, all mounts are viable and have their respective use cases, so by all means, ride whatever you want into battle!

Appendix and personal notes:

This is the original post:

https://www.reddit.com/r/Guildwars2/comments/71ytep/spoiler_some_science_and_math_behind_the_joy_of/

I asked a Mod if a repost would be okay and was given the choice.

Doing this was a lot of fun and initially a good way to pass some time during the server issues. I hope you find the data helpful!

541 Upvotes

171 comments sorted by

8

u/ExsOhs Sep 29 '17

what about glide speed vs griffon? who is faster? or is it the same?

21

u/TheBandicoot Sep 29 '17

The Glider speed defaults to 392 u/ s, which is running around with Swiftness out of combat, so the Griffon is up to almost 5 times faster while conserving pretty much all the initial altitude at max speed and still way more when just lifting off and gliding away.

8

u/RandommUser Sep 29 '17

he Raptor leap behaves like all leaps ingame, stopping dead midair and not keeping momentum

Actually most leaps do continue momentum unless near straight wall, while Raptor losses most from going up the hill cause the leap ends

3

u/TheBandicoot Sep 29 '17 edited Sep 29 '17

They do if you swap weapons right at the end. You don't have weapon swap on the Raptor. I encourage you to try that out, you carry way more momentum then. Savage Leap, Leap of Faith, Swoop, Heartseeker, even all the backwards jump / roll skills stop dead midair unless you swap weapons.

5

u/RandommUser Sep 29 '17

I meant, they still keep moving up the hill during the skill, while raptor straight up stops when it hits a wall

2

u/TheBandicoot Sep 29 '17

Ah okay, then i misunderstood it, my bad.

2

u/Photoloss Sep 29 '17

Acid Bomb (Elixir Gun #4) works the opposite way: normally it drops the puddle and moves you backwards, but if you weapon swap early the leap cancels and you drop straight down.

And at least the Bloodstone Fen gliding #5 continues for its full duration if you land while channeling it, even if you let go of the button.

2

u/TSP-FriendlyFire Sep 29 '17

Remember when Ride the Lightning could be used in the air and preserved momentum at the end? Pepperidge Farm remembers.

4

u/Stergeary Sep 29 '17

Could you test how fast a Dash Daredevil is with Shortbow 5 spam and Shadowstep? Since Daredevil was basically the de facto "mount" character for most players before PoF happened.

1

u/TheBandicoot Sep 29 '17

See my previous post for that (link in the appendix, bottom of my post), i have some numbers for that.

1

u/Stergeary Sep 29 '17

So switching to Thief and spamming movement abilities is slower than just Raptor with ability?

1

u/TheBandicoot Sep 29 '17

Its just as fast without any shadowsteps or faster with, but for most you need a valid target. Targets might not always be placed where and when needed. For me, its just not worth the hassle.

2

u/98smithg Sep 29 '17

Presumably swapping between mounted on a raptor and daredevil blink is the quickest way to travel on ground? So you can recover your endurance.

22

u/Furious_Sonar Sep 29 '17

HOLD IT - the research is incomplete! What about the Executioner's Axe mount??

Tsk tsk tsk - those millennials forget how we used to ride back in the day #getoffmylawn

24

u/TheBandicoot Sep 29 '17

Millenials, ha! Joke's on you. Look up my original research, it is included there. But since i want a clean version for Wiki reference, i didn't include it here. It's just not a true mount, even if it was the closest thing we had until PoF released.

-35

u/Furious_Sonar Sep 29 '17

... you do know this is in good fun and humor, right? No need to take offense, of course the axe is not a mount, but I'd love to see it included for the veterans ;-)

Btw, there is no link to "Look up my original research", so can you please add it here? I have guild members who would not abandon that axe...

15

u/TheBandicoot Sep 29 '17

I didn't take offense, no worries. I'm also in team #getoffmylawn and would like to add #youngpunks.

The link is there, look down in the appendix. Or, for ease of use, take this one: https://www.reddit.com/r/Guildwars2/comments/71ytep/spoiler_some_science_and_math_behind_the_joy_of/

3

u/adozu Sep 29 '17

isn't fiery greatsword the original mount actually?

2

u/BearSeekSeekLest Sep 29 '17

What do you do differently to get the griffon T1 and T2 swoops? I get that they're faster, but how do you trigger the faster one?

4

u/TheBandicoot Sep 29 '17

T1 swoop is just pressing the Skill Swoop once and then let it go. This is basicly the equivalent to pushing the nose down with the key for Mount ability 1, but its a set distance which i need for consistent testing.

T2 swoop is what you gain access to with the third Griffon mastery. While diving (either through Swoop or Mount ability 1) you can press Space to increase your diving speed. This brings the Griffon to it's maximum speed when you exit the dive.

You need much more initial altitude for the T2 swoop (i didn't find any better name for it) than for T1 but in exchange you don't lose as much altitude over time (not distance) and you can pull back up to your inital starting altitude.

1

u/Naqaj_ Sep 29 '17

Swoop (T1) and Dive (T2) maybe?

2

u/TheYang Sep 29 '17

I think T1 is just swooping down (Attack 1 or v by default) and T2 should be swooping down and flapping

1

u/Atamazon Sep 29 '17

While you dive down from "1" or "V", press "Space" then you will have the boost

1

u/TheDeadButler Sep 30 '17

The only time you should be using the "1" skill is if you want to dismount, if you use it like you would use the actual dive you're liable for it to glitch out and put you in a t-pose while you fall to your death.

2

u/rym1469 Sep 29 '17

Here's a next mount test for you: handling.

9

u/TheBandicoot Sep 29 '17

They all handle like if you're trying to fly a train. Its a very good thing though, this way they feel all natural.

I did a science!

3

u/alexgndl Sep 29 '17

Surprisingly, the griffon handles VERY well at max speed. It's not gonna turn on a dime, but it's super possible to jump off the palace in DR, dive towards the ground, pull up and glide through that little aquarium hallway by the Minister's waypoint, then dodge the statue of Lyssa while still going insanely fast. Once you get good on it, you'd be really surprised just how nimble that guy gets at high speeds.

3

u/AlliedKhajiit Sep 30 '17

This is my favorite thing about the griffon, it's insanely fast, but most importantly, it takes skill to use, so when you finally start pulling off those super tight squeezes while going max speed you feel like a total badass

2

u/deltaconnected Sep 29 '17

If you want some base values (no abilities) to compare against, here's what I get looking at transform. Also not exactly sure if "acceleration time" is what I say it is... it just looks extremely close to observation.

On foot: 9.185 (nothing), 12.2194 (swiftness)

Raptor: 19.1213 (nothing), 1.875 (acceleration time)

Springer: 18.3559, 1.5625

Skimmer: 17.185 (land, +- 0.2 because not many truly flat surfaces, +- 3.0 slopes), 22.0 (water), 2.03125

Jackal: 19.888, 1.5625

1

u/TheBandicoot Sep 29 '17 edited Sep 29 '17

Uhm. i don't quite understand your values - would you please explain further? Can also be ELI5 if i'm just being stupid. Are those some raw speed modifiers?

1

u/deltaconnected Sep 29 '17

The 'units' on the map and the values the server sends to the client are in a different coordinate system, the ones I listed being the server's values. From what I know you can multiply them by some value and get the units shown in-game. Acceleration time is my speculation based off unknowns I see in memory

1

u/TheBandicoot Sep 29 '17

Ah, i see. Well, deviding the mount values by the swiftness values nets you numbers in the general ballpark of my findings, so that's something i did right. Speedup time might very well be what you see there, the Raptor seems to accelerate less fast than the Jackal.

Thank you!

1

u/deltaconnected Sep 29 '17

Also worth noting that turning is ever so slightly faster than going straight on land mounts, eg. raptor's turn speed is 19.375. [redacted] is constant though so the DR path is fine

1

u/randomredditer58 Sep 29 '17

https://vimeo.com/229421014
values pulled directly from the game client's memory, like what delta's talking about, then multiplied by 32.

2

u/Bananaaaaaaa7035 Jan 25 '23

Now that EoD is out... has there been any research on the Siege Turtle's speed ?

12

u/TheBandicoot Feb 09 '23

Heyo! Sorry for the late reply, but i did not get around gathering some numbers beforehand.

The turtle has two base speeds, 382 units /s (speed bar on the border between teal and orange section), and 588 units / s, which it takes 6.5 seconds to reach from a standstill. You need to drive it uninterrupted for 2.5s to reach the first base speed and an additional 4s to reach max speed.

When hovering, the max speed increases to 600 units / s, so you want to bunnyhop constantly if you were to try and maximize its speed.

The gunner's Overdrive skill increases the max speed by 60 units / s, accurately reflected by the tooltip.

148

u/frvwfr2 Sep 29 '17

It should be said, all mounts are viable and have their respective use cases, so by all means, ride whatever you want into battle!

I WOULD note that the Raptor pulling enemies in is very useful for trash mobs, but the Rabbit's engage does more Breakbar damage.

Jackal barrier is nice to engage with and give to allies. Skimmer heals and revives?... Griffon does the most pure damage.

I know this post isn't about that but.... INTO battle is different than around battle!

36

u/Chenghiskhan Sep 29 '17

Skimmer's also incredibly good at going through very enemy dense areas once you pick up Jackal's T4 mastery. It turns the entire lengthy glide duration into one very long term evasion skill.

35

u/TurtleFreak7 Sep 29 '17

They also have different health which matters when running through battle. Jackal is great, but sometimes it's easier to stay mounted with the Springer since it's a bit tankier.

19

u/Photoloss Sep 29 '17

And both of them have had the highest evasion rate so far. Somehow jump-walking on the Springer messes with enemy targeting way more than the Skimmer glide or Raptor leap. If you run up to an enemy and charge a long jump you'll often be up and out of range/LoS before most mobs launch their first attack (just don't try that on groups of Forged or Branded!)

2

u/frvwfr2 Sep 29 '17

[Redacted] has high evasion uptime too, both the Flap and Diving count as evade frames.

2

u/sajisan Sep 29 '17

If you time your teleports properly, you actually evade attacks, so I much prefer the jackal for that, cause Springer can evade aswell, but you're stuck in place, while jackal keeps going.

6

u/sandwelld Sep 29 '17

What's 'breakbar damage'?

36

u/lostsanityreturned Sep 29 '17

Cannot tell if you are making a joke, about how poorly gw2 teaches players about the break bar or serious.

10

u/RlySkiz Sep 29 '17

Playing with my mate right now... We played on original release and a few months into it but haven't played in 4 years. We rejoined the game a few weeks before PoF launch, went through all the stories.. at about 5/7 done he asks me what the blue bar is for under the enemies healthbar...

2

u/lostsanityreturned Sep 30 '17

There is a meme in the community about people not knowing what it does because of how ineptly they were implemented. But yeah you want to strip it with CC abilities.

If you want to know what it is I wrote a response answering what it is in more depth to the OP.

17

u/MindSecurity Sep 29 '17

We're in the middle of an expansion with lots of new players. Be helpful.

5

u/sandwelld Sep 29 '17

Hehe, too bad the opposite is true. Although often leaving the game for long periods of time has kind of been screwing with my memory of game mechanics, even though I started a bit over 5 years ago.

One thing I'm sure of though, and that's that it has NEVER been explained to me what the breakbar actually did. Now, obviously I could've taken it upon myself to find some answers and never did. I just assumed it was some shield that went down and when it was down you'd deal more damage. Seemed to be the case while playing, so never really thought about it again.

8

u/sandwelld Sep 29 '17

Funnily enough, I was being serious, especially since I've been playing the game since release :p. I literally never heard the word Breakbar before, or what it does. I thought you meant the blue bar by it, and that lowering it would increase the damage dealt to the opponent(?) Is something I always thought, just no one really ever explained it to me.

7

u/lostsanityreturned Sep 30 '17

Yeah, it is a sad state that the game just doesn't explain it. It has become a bit of a meme.

Break bars need CC abilities to hit them in quick succession so that it breaks and the target can get stunned or even take additional damage. Some enemies have break bars appear when they are about to do big attacks. The Wyvern Matriarch in Verdant Brink is a great example, if you break the break bar that appears as it is about to lift off into the sky it will come crashing down, skipping a phase where it dive bombs the boss arena leaving fire everywhere and giving you a phase of 50% more damage to every attack while it is crumpled on the platform.

Abilities need to be used in conjunction with each other and stronger CC abilities do more break bar damage.

  • Soft CC, things with conditions do the least amount of breakbar damage and will tick over the time of the condition... these are blinds, cripples, chills, imobilises, stuns and taunts in order of weakest to strongest

  • Hard CC, instant break bar damage in larger chunks, pulls, knockbacks, knockdowns and mesmer moa transformation. The longer the ability would last or the further it would push them the more damage to the bar it does.

If there isn't consistent damage done to the bar it will regenerate fairly fast though, so if you are playing with a few friends being able to stagger out your abilities a little can really help when breaking champion break bars and the like.

6

u/vikirosen Sep 29 '17

I think the official term is "defiance bar", while fully depleting it is termed "breaking". Hence the mish-mash term "break bar damage".

2

u/Hakul Sep 29 '17

Back then when it was just big stacks people called it defiance, why the change from the in-game term "defiance" to "break bar"?

5

u/Selethor Sep 30 '17

When they changed the mechanic, initially arena.net called it the defiance bar. But since there is no mention on of it on game, breakbar stuck. I think we can agree that break bar is a better name then break the crowd control immunity bar ;)

1

u/lostsanityreturned Sep 30 '17 edited Sep 30 '17

Because they are not the same thing and do different things.

The break bars have specific amounts of health, regen at a set rate and have specific mechanics when they go down (and will then regen without being able to be damaged again for a while after that).

There is a meme in the community about people not knowing what it does because of how ineptly they were implemented. But yeah you want to strip it with CC abilities.

Ultimately it is SO much better than defiance ever was.

-edit- I go into more detail about what it is and it's mechanics in a response to the OP

0

u/[deleted] Sep 29 '17

5

u/lavindar Sep 29 '17

Soft CC works as a condition damage on the bar too

2

u/sandwelld Sep 29 '17

Thanks :)

4

u/Jong999 Sep 29 '17

Some can be damaged at your leisure and don't recover until broken.

Some breakbars 'heal' over time, so you need a lot of crowd control in a short time.

Some are only available for a short time, so ditto.

Also, always read the info underneath the mob to check how to break. Some have unique ways of damaging the breakbar, especially now with PoF. Regardless of breakbars there are an increasing number of different mobs with unique capabilities (eg. Only vulnerable to ranged or melee attacks) that are normally described in that text.

1

u/Nemui89 Sep 29 '17

'breakbar damage' specifically is the amount of the blue bar a skill of effect can remove. stuns and knockdowns for example remove more of the blue bar than weaker crowd control effects like a daze. it depends on the duration of the effect you apply, and some conditions (like chill, cripple, immobilize, slow, blind, weakness) can also slowly 'damage' the breakbar over time.

4

u/moonshineTheleocat Sep 29 '17

When mounts come into WvW, Skimmers would be very strong as you can quickly revive downed players when you come flying in like a bat out of hell on an airborne manta ray.

33

u/frvwfr2 Sep 29 '17

I bet that full mounts in wvw is never gonna happen.

Maybe like a basic one that just moves but not all the extra stuff.

11

u/Attila_22 Sep 29 '17

Griffons off stonemist would be so freaking overpowered.

8

u/TeraphasHere Sep 29 '17

Forget stonemist you could likely sail right into stonemist from red keep

3

u/[deleted] Sep 29 '17 edited Jan 27 '18

deleted 0.1513 What is ^^^this?

5

u/Thaurlach Sep 29 '17

I’ll start playing WvW just to fly in an airborne griffon zerg. Find high ground, use superior speed to chase down targets and then divebomb them into oblivion.

Not to mention the shields, revived and all the other bonuses coming from the other mount masteries that would come into play every time a griffon touched down.

6

u/moonshineTheleocat Sep 29 '17

Deadeyes will have such a hardon for Griffon hunting season. I'm already enjoying shooting gliders down. They are the least resiliant mounts, but the fastest in the air at least. But I'm sure we'd LOOOVE to have a chance to shoot one down.

2

u/TeraphasHere Sep 29 '17

Skill lag alone would be bad but imagine two or three mounted forces colliding all the visual noise.

Or players attacking within a mount to hide from targeting.

So many problems I highly doubt mounts will come to wvw.

Ann's if they do it won't be the current ones.

1

u/arcticfennec Sep 29 '17

Requesting hell bat skin for skimmer.

1

u/Substance_E Sep 29 '17

When mounts come into WvW

WvW can't even handle 60 people fighting in an area at the same time.

1

u/Oranisagu Oct 01 '17

in events where you want to keep NPC's alive skimmer engage is great, heals quite a lot. useful for stuff like the 6 junundu achievement. but apart from that skimmer is sadly only moderately useful apart from looking great

34

u/Beanna Sep 29 '17

Thank you for your tests!

Overall I settled on the Jackal for my primary mount. The superior base speed helps when I hold onto my endurance to cross a big obstacle and I prefer the shorter dash to have more control over the distance I skip. The dash works better uphill and you can continue using it while airborne so overall I think it's superior to the raptor's leap that only really wins the race on flat ground.

I also love the Springer (not aesthetically) for its jump. It makes exploration so much better, faster and more fun!

30

u/TurtleFreak7 Sep 29 '17

It's worth noting you can short hop with the raptor too for more control. There's no need to hold the button down for the full leap unless you really want to. That said, I prefer the Jackal overall too. Being able to blink at the last second to avoid fall damage is nice.

4

u/esprit_go Sep 29 '17

I usually stick with the Jackal for my primary too. I feel it can make sudden turns better than the Raptor, but maybe that's perception. Also, when traversing vertical heights down, the Jackal lets me stay mounted and moving forward by using the teleport ability on the way down, even avoiding any fall damage. I could sacrifice my mount or glide, but both are slower than the Jackal teleporting-while-falling method.

7

u/Moress Sep 29 '17

The raptor is my go to. His base speed is only slightly slower, but his jump lets you go over shallow hills and obstacles whereas the Jackal seems to get stuck, even with his teleport. Plus I find the Raptor to have more character.

2

u/Sauron1209 Sep 29 '17

The lack of character is the one thing I miss after going jackal main. Though I still use the raptor sometimes because some jumps aren't doable on jackal

3

u/platinummyr Sep 29 '17

My main problem with the jackal is that it stops to perform the dash/teleport forward, so it feels super clunky even if it's not much slower in practice.

5

u/Photoloss Sep 29 '17

Both are kinda wonky in their own way. The Jackal can't blink through paper-thin walls and thus gets stuck on some terrain features while the Raptor can let you skip key areas (read: clustered enemies) entirely. Both perform poorly on uneven terrain that requires jumping to navigate as you can't mash the jump key.

21

u/Beanna Sep 29 '17

I bound the mounts abilities to another key so I actually can mash the jump key on uneven terrain as well as the dash.

9

u/esprit_go Sep 29 '17

Same. When the terrain looks uneven, I usually jump first and then teleport to help avoid those invisible bumps I can't run/teleport over.

3

u/[deleted] Sep 29 '17

8

u/frvwfr2 Sep 29 '17

Very bottom of settings, some confusion long thing about mounts. Check that box.

3

u/giotheflow Sep 29 '17 edited Jan 19 '18

deleted 0.4739 What is ^^^this?

9

u/Balsco Sep 29 '17

Protip: scroll to the bottom of your general settings and tick disable conditional mount movement ability input, now you can jump on the raptor and jackal.

1

u/Photoloss Sep 29 '17

OH, so that's where that setting is, thanks!

1

u/lostsanityreturned Sep 29 '17

can't mash the jump key

My space bar begs to differ

1

u/Selethor Sep 30 '17

There's an option to disable using the jump button as the mount movement ability.

1

u/Iroh_the_Dragon Sep 29 '17

Overall I settled on the Jackal for my primary mount

Had it not been for the Griffon, I would've ridden this thing every where. That teleport is just so cool!

2

u/Hakul Sep 29 '17

If griffon didn'r require you to find a super tall spot before allowing you to use super speed I'd use it more, but so far seems to be a huge inconvenience in most maps, specially core maps.

8

u/Fhloopsie Sep 29 '17

Quality science. Great work!

7

u/TheWhiteWolves Sep 29 '17

awesome work, now I go forth to battle on my electro purple raptor

2

u/Sold0ut Sep 29 '17

You monster!

2

u/Wakareru Sep 30 '17

Mine is Electro Pink, what does that make me?

2

u/AlliedKhajiit Sep 30 '17

Breast cancer awareness?

1

u/PORTMANTEAU-BOT Sep 30 '17

Breancer.


Bleep-bloop, I'm a bot. This portmanteau was created from the phrase 'Breast cancer?'.

5

u/[deleted] Sep 29 '17

I gotta say that I absolutely love that the mounts have these differences. Giving each mount a different base speed was an excellent touch that not only makes each mount feel distinct, but also gives the entire mount system more depth and nuance to balance.

4

u/DireCyphre Sep 29 '17

Sweet jesus the griffon gets fast.

10

u/GamerKey Sep 29 '17

Only after you spent 40 seconds climbing a high spot with the springer.

If the distance isn't "literally the other end of the map" then you're most often better off just grabbing the Raptor or Jackal and going straight for it.

4

u/TSP-FriendlyFire Sep 29 '17

But flying that fast is so satisfying it beats Raptor, IMO. I was tagging waypoints for an hour in Kryta yesterday and between Griffon, Springer and a bit of Raptor, I didn't even feel the need to teleport around the map.

3

u/Sauron1209 Sep 29 '17

Or if you're in VB

4

u/[deleted] Sep 29 '17

The first thing I noticed about Griffon is how slow it is on ground. IT's very convenient to have a decently high jump(with the flap), but Jackal's much better for just getting around in the flat areas.

12

u/Sold0ut Sep 29 '17

They did very well with it. Giving griffon more base and burst speed would make all other mounts redundant.

6

u/[deleted] Sep 29 '17

I wasn't trying to imply otherwise, like I said it's very convenient to have the griffon available, going over many obstacles is great, but still in many situations you want to use other mounts.

So the ideal way IMO.

1

u/TristanTzara100 Sep 29 '17

Am I going mad or are mounts affected by speed signets? I have this feeling that when I was using said signet with my thief (I forget the name) my raptor was going faster than without, but that could be a misconception.

6

u/TheBandicoot Sep 29 '17 edited Sep 29 '17

I didn't check this one, but in general all speed affecting modifiers have no effect on Mounts. I'll check the Signet of Shadows just to be sure and report back.

Update: Nope it doesn't, signets get disabled when mounted, just as all stats from gear. Mounts seem to provide their own set of stats entirely.

1

u/RhenCarbine Sep 29 '17

Also, what about speed mushrooms?

2

u/TheBandicoot Sep 29 '17

Nope, no effect from those. Did a few Tarir metas and a 40% Speedbost would have been notable.

1

u/Sold0ut Sep 29 '17

Not getting any difference with speedshrooms personally, neither on ground nor while griffon jumping. Did not test for Jackal and Raptor abilities however.

1

u/TristanTzara100 Sep 29 '17

Thanks. I'll keep an eye on this post.

1

u/TristanTzara100 Sep 29 '17

Ok. Thanks for that. Must have just been some strange perception thingie.

1

u/Dreamcore10 Sep 29 '17

Thanks for this info.

A quick question you may or may not know - do endurance foods work while you are mounted? Also Vigor?

2

u/TheBandicoot Sep 29 '17

No, endurance regenerating effects have no impact on your Mount's endurance regeneration rate. I tested that with Vigor and traits.

1

u/Dreamcore10 Sep 29 '17

Interesting. I guess that means the devs have better control with creating future content as they can know the exact limits of all the mounts. Thanks!

3

u/Moress Sep 29 '17

On land, I prefer the Raptor myself. I find the Jackal to struggle when using his teleport even over short obstacles, whereas the Raptor can leap over them.

5

u/Freesync86 Sep 29 '17

Skimmer is my favourite,wish its fast as raptor...

2

u/CaptainUnusual Sep 29 '17

Skimmer is often the fastest in practice, since you can just float over obstacles that the raptor or jackal would need to go around. And it has a ridiculously long evade with the jackal 4 mastery.

0

u/[deleted] Jul 30 '25

1

u/Leon1008 Sep 29 '17

Thank you very much for posting your findings!

1

u/TheYang Sep 29 '17

have you tried (and do you want to try) griffon speed "hopping along" on a flat surface? should be between flying and ground speed? ~570-ish?

→ More replies (2)