Specs for windborne speed(for those who don't know):
Cast time = 1
Cool down = 5
energy = 10
length = 5-9 seconds
my main complaint about this skill is that it is hardly worth it to have it at all. You take 10 energy, take a second to cast it, and the target moves 33% faster for 9 seconds at level 15 air magic. so, i mainly ask for a couple more seconds of speed, because if you're trying to use it you're either:
Sending a warrior on his way to suicide
Trying to run away
If you're sending a warrior off, it's hardly long enough to feel the speed is actually worth it. If you're trying to run away, then it's just better to keep running instead of stopping to cast it.
Can you fix windborne speed?
Rhunex
Morganas
It can be cast on people other than yourself, making it extremely powerful. Monks don't carry speed buffs, so you can easily keep one alive with this, and you can keep it on him permanently.
Eles have plenty of energy to use this and nuke too. You do take energy management, right?
Eles have plenty of energy to use this and nuke too. You do take energy management, right?
Arcanis Imperium
and this enchantment stacks with other speed buffs, so its a really good way to get very fast.
Galatea
my only problem with the elementalist 'running skills' are that you have to stop to cast them, and if you don't have the maxed out attribute, they don't seem worth it because by the time you get your character running, you've wasted a second or so.
if i was trying to run past an area for something (say, the infusion runs of long ago), i noticed when i brought it in, even if i put more attribute points into it, after stopping to cast it.. then to start running again, i would just catch up to wherever i had been (by judging my distance against other players) than if i hadn't stopped to cast it at all.
i find it easier to just switch temporarily to a warrior sub-job if you don't have it, but just need to run, so you can use sprint instead, which you can instantly cast as you are still running.
if i was trying to run past an area for something (say, the infusion runs of long ago), i noticed when i brought it in, even if i put more attribute points into it, after stopping to cast it.. then to start running again, i would just catch up to wherever i had been (by judging my distance against other players) than if i hadn't stopped to cast it at all.
i find it easier to just switch temporarily to a warrior sub-job if you don't have it, but just need to run, so you can use sprint instead, which you can instantly cast as you are still running.
Lebdan
I don't think it's useless. Besides, it's 33%, not 25% like most running skills. The 1 second you take to cast only makes whoever is running too catch up, not someone who has no speed buffs.
And if you're complaining about Windborne Speed, why not complain about Illusion of Weakness? On top of having the 1 second cast time, it also cripples you. Besides, I don't think those skills were meant to be used for PvE running, but for surprising someone in PvP by not allowing them to reach you.
And if you're complaining about Windborne Speed, why not complain about Illusion of Weakness? On top of having the 1 second cast time, it also cripples you. Besides, I don't think those skills were meant to be used for PvE running, but for surprising someone in PvP by not allowing them to reach you.
Divine Elemental
i liked this
on hold builds
with windborne speed on hero and other speed buffs hes like road runner ^^
on hold builds
with windborne speed on hero and other speed buffs hes like road runner ^^
Mithie
NR. BYE BYE.
Oh wait, they fixed NR! It's usable again! See what goodness nerfing NR brings?
Oh wait, they fixed NR! It's usable again! See what goodness nerfing NR brings?