Skills - Illusion Of Weakness
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Kuku Monk
Yeah I'm still trying to figure out the benefit of this one.....
arredondo
Lol, the benefit of it is you can have your character walking around with 700 health points until it is triggered (health dips below 25%) or gets removed through an anti-enchantment spell. It stays on you forever otherwise.
Kuku Monk
Quote:
Originally Posted by arredondo
Lol, the benefit of it is you can have your character walking around with 700 health points until it is triggered (health dips below 25%) or gets removed through an anti-enchantment spell. It stays on you forever otherwise.
Not sure I understand how this is working. You cast it and lose XXhp. Then you fight a while and when u drop to 25% of max you gain XXhp?
So if your health is 400 and you cast it and lost 123 (arbitrary ) you are now at 277...you have to get down to 100 (25%) before you gain 123hp back at which point you'd be at 323... this isn't making any sense.
So if your health is 400 and you cast it and lost 123 (arbitrary ) you are now at 277...you have to get down to 100 (25%) before you gain 123hp back at which point you'd be at 323... this isn't making any sense.
ethornber
After you cast it, you recover health normally.
For example:
I have 480hp. I have 12 points in Illusion.
I cast Illusion of Weakness, and take a 202 point hit. I then heal those 202 points of damage. I now have 480hp and Illusion of Weakness.
I take damage sufficient to reduce me to below 120hp. Illusion of Weakness triggers and I get a 202hp heal, and Illusion of Weakness disappears.
It's a 'safety net' spell in case you get stuck taking damage and there's no healer around.
Also, if the enchantment is stripped from you, the healing triggers. This makes Shatter Enchantment much less worrisome when you're facing other mesmers.
For example:
I have 480hp. I have 12 points in Illusion.
I cast Illusion of Weakness, and take a 202 point hit. I then heal those 202 points of damage. I now have 480hp and Illusion of Weakness.
I take damage sufficient to reduce me to below 120hp. Illusion of Weakness triggers and I get a 202hp heal, and Illusion of Weakness disappears.
It's a 'safety net' spell in case you get stuck taking damage and there's no healer around.
Also, if the enchantment is stripped from you, the healing triggers. This makes Shatter Enchantment much less worrisome when you're facing other mesmers.
Kuku Monk
Ahh ok, thanks for shedding it in that light.
GW Monkey
You are thinking PvE.
Think PvP. The designated enemy target caller has his rushers chasin' down a Mo and he's scanning for targets of opportunity and hey what's this? Their primary Mes is tore up and his Mo is ignoring him.... instead of calling it, goes at him alone... HEY NO FAIR YOU WERE FAKING... (thud)
It's much like Mantra of Recall, a PvE Mes hasn't the slightest idea why it's even a spell, much less an elite... a PvP Mes understands the benefit of a energy "savings account" immediately.
Think PvP. The designated enemy target caller has his rushers chasin' down a Mo and he's scanning for targets of opportunity and hey what's this? Their primary Mes is tore up and his Mo is ignoring him.... instead of calling it, goes at him alone... HEY NO FAIR YOU WERE FAKING... (thud)
It's much like Mantra of Recall, a PvE Mes hasn't the slightest idea why it's even a spell, much less an elite... a PvP Mes understands the benefit of a energy "savings account" immediately.
CKaz
beat me to it on this one, pvp it's sweet - you look like a wrap up kill
they spend time on you - *wham* umm where'd the full health come from..
but yeah it even has pve applications per safety net mentioned
in fact even better than mantra recall IMO (doesn't go away x seconds)
of course most casters focus on the mana return more but can mix nice
wouldn't mantra of recall be that much cooler if game you energy hitting 25%
and returning it if stripped, and waiting until that point otherwise..
they spend time on you - *wham* umm where'd the full health come from..
but yeah it even has pve applications per safety net mentioned
in fact even better than mantra recall IMO (doesn't go away x seconds)
of course most casters focus on the mana return more but can mix nice
wouldn't mantra of recall be that much cooler if game you energy hitting 25%
and returning it if stripped, and waiting until that point otherwise..
Diablo???
Its an awesome pvp skill, just as the name of it says its an "illusion" of weakness.
ElderAtronach
IMO this skill is very overrated. Sure it's a nice safety net at the very beginning of the match. But try casting it in the middle of a fight and you'll most likely end up dying. I would much rather have a decent protection monk along with me than bring something that would sit useless on my skill bar for most of the match.
theclam
It depends on the type of match and the build that the rest of your team uses. It's a free 202 point self-heal, but you can only really use it once until there's a lull in the battle. It's great if you're a Mo/Me and you'll be targeted first. It's awful if you're a W/Me and it only goes off after you're the only one left alive. If you're in Competition Arena, you'll basically only be able to use it once. If you're in the Tombs, on a map like Burial Grounds (I think that's the right name, it's the 8v8v8v8v8v8 one), depending on what each time is build like, there might be lots of retreating and breaks in combat or you could be fighting almost continuously for the entirety of the round.
zigzag
Well ya, thats why you dont cast it in the middle of a battle. You use it at the begining and let your heath regen. it works really good with an w/me with iw because after it goes of pull an endure pain and your at full heath.
Jamski
This is almost essential for a Me/N or N/Me Grenth's Balance build.
White Designs
It is a much better pve skill, where there are breaks between fights for you in reapply it. In PvP you can only cast it once, at the beginning of battle...using it at nearly any other time will get you killed, making it not worth bringing in the first place.
iza
This skill is bugged... if you go below 25% from degen only, it doesnt activate... should be fixed.
arredondo
Quote:
Serps
I think if degen takes you lower than 25%, the next hit will still trigger the heal.
It's still a really nice anti-spike spell.
It's still a really nice anti-spike spell.
viva la taco
lol where can i get this skill?
Cranky
Quote:
Originally Posted by Serps
I think if degen takes you lower than 25%, the next hit will still trigger the heal.
It's still a really nice anti-spike spell. I don't think that's true, I have died while still having IoW up.
It's still a really nice anti-spike spell. I don't think that's true, I have died while still having IoW up.
Former Ruling
Quote:
Originally Posted by Cranky
I don't think that's true, I have died while still having IoW up.
You could have just taken too much dmg in 1 attack. say you got 100hp..And your a 26hp. If you take 26 dmg..your toast..IoW never activates because you never dipped below 25% hp. You went from 26% to 0%.
Some Noted uses:
1) A one-time Self Anti-Spike.
Mostly if your a targeted class. You can start battle with this, have your health go to normal before battle actually starts, and your somewhat insured for 1 spiking. Enough time for a slower monk to react.
2) The newest use..Auto-Death.
In Tombs and such EoE saccers arent always Necros. There are r/me's that wear all Sup runes, and IoW to kill themselves. Plus - You'll have almost zip HP after first sac, so any random guy not dead on their team attacking you will sit off another round of EoE. Minus - Same thing....Double Edge'd sword. The problem that happens most is that the 1 non-saccer on the team cant keep himself alive through all these EoE hits. <Purely from what i've read, and videos of Tombs battles I have saw>
My first hand experience with this is in CA - They'll hope for the Fire Island maps and just IoW over and over and make your team lose.
Some Noted uses:
1) A one-time Self Anti-Spike.
Mostly if your a targeted class. You can start battle with this, have your health go to normal before battle actually starts, and your somewhat insured for 1 spiking. Enough time for a slower monk to react.
2) The newest use..Auto-Death.
In Tombs and such EoE saccers arent always Necros. There are r/me's that wear all Sup runes, and IoW to kill themselves. Plus - You'll have almost zip HP after first sac, so any random guy not dead on their team attacking you will sit off another round of EoE. Minus - Same thing....Double Edge'd sword. The problem that happens most is that the 1 non-saccer on the team cant keep himself alive through all these EoE hits. <Purely from what i've read, and videos of Tombs battles I have saw>
My first hand experience with this is in CA - They'll hope for the Fire Island maps and just IoW over and over and make your team lose.