As you know animation management for Hunter is not so forgiving. Attempting doing something else(shift, another attack, at will) either breaks encounter attack or consider attack finished, so Hunter may loose some damage potential. I think this is not consistent policy for all HR skills. For example, CSH daily ball can be summoned, but in last moment you can cancel it with shift and entire AP returns to you.
CW Steal Time is immune to shift movement, you can spell and shift in same time. That was since mod 2.
SW Dreadtheft (big clumsy pipe) is opposite, it can be cancelled by any shift movement and any external stun.
I never had to bother about GWF damage, GWF damage is already solid if you do marks, HD, BF, stacks but i never paid attention on how that certain skills can be cancelled and effect will be still valid. I tested recommendations of post' author on my GWF, so it is very simple. But when i compare to my HR, it feels like dirty trick.
http://www.arcgames.com/en/forums/neverwinter#/discussion/1204070/icydrakes-gwf-pvp-build-mod-8-speed-demon/p1
My idea of GWF is simple, I try to keep my weapon on my enemy all the time, after all if I cannot reach my enemy, no matter how strong my character is, I deal zero DPS, hence SPEED/MOBILITY is the key to this build.
On Defense, SPRINT is your best friend, the bonus Deflect and the CC immunity effectively reduce the damage you take and maximize the damage you deal. Cancelling your attacks' animation with sprint is a very important part of a successful GWF.
EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
"When no appropriate rule applies, make one up."
— (The unwritten rule)
Comments
Some Encounters will let you do this like Constricting Arrow, which is good if you know how to control it, or bad if you don't realise it can and/or will happen. Some powers will not let you fire it off afterwards so you just have to learn to time dodges at certain times in a rotation.
What annoys me though is when you clearly see the power fire off, sometimes even hit an enemy, but as you get hit by something or dodged then the power does not work. When running Skirmishes last night I noticed that heck of a lot, I even hear a hit marker sometimes and something has stopped the power working.
One of the reasons I love the Careful Attack > Gushing Wound combo's is if they both hit and you have the Feat where crits reduce cooldown times (Trapper) is sometimes your Encounters fill up before even switching stances (usually in ranged) so you can spam them a little before switching to ranged.
Alts :
Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)
Member of Q-Snipe
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Notably, there are some skills that you cannot cancel, such as all charge-based skills except Cordon of Arrows, such as Bear Trap and Hindering Shot. Additionally, you cannot cancel Fox Shift.
The skills I would use cancelling for is mostly Cordon of Arrows, and sometimes Constricting Arrow and Thorn Ward (timing for TW is hell, would not recommend unless you know the exact timing because you have to recast if you dodge too early).
Oh yeah, there's also that little problem of HAMSTER stamina regen that HRs have.
Without one of those skills it is a nightmare trying to manage stamina
Alts :
Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)
Member of Q-Snipe
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
My comments about cancelling still stand though - those apply to both PvE and PvP, although the only things it really applies to for PvP is Fox Shift and Constricting Arrow. Steel Breeze is also weave-able.