Is there really anything useful this spell can accomplish? Other than it can make for a good cover for any shatter-enchanters, i dont see anyway this can be useful. Often, if a warrior cripples you, and you cast IoH, and run away, he will probably just use sprint, then wham! your crippled again! In the rare case you will be fighting 1v1 against a warrior, it might be an advantage to have the extra space to heal yourself, (if you even have any heal skills) but 1v1 vs Warriors is not too common.
Rangers can also cripple, and attack at range, so unless you think you can get far enough away and have enough energy after casting IoH to heal yourself, i dont see how this will help your speed. It also just gives rangers a chance to reload their skills, regain energy, and possibly set traps.
So someone tell me why this skill was even made!!!!!
Illusion of Haste....
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Originally Posted by unamed player
If your smart you will use this spell if you have plague sending. Once it wears off and you become crippled, just plague send the condition to whoever you want. Plague sending is a necro skill btw. You could also useplague touch ( i think thats the name).
Followed by Virulence and Epidemic. 

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Lots of flag runners use crippling shot and the like...you could snare them hexually but meh, its just not as spammable and therefore basely reliable as say, crippling shot. Illusion of haste whips it in the face. Also 33 > 25 which gives you a nice advantage in strafe war and obviously running. +enchant mods ftw and fast casting makes it and windborne speed my favorite run buffs.
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Quote:
Originally Posted by Lambentviper
well i just dont like the fact that it makes you crippled afterwords. Makes it easy for the person you just caught up to to run away again.
The thing is however, the Cooldown for the spell is shorter than the duration. So, you can effectively keep it up all the time.
Now, what would be the purpose of it?
-its an enchantment speed boost that lets you run through cripple, and still have a stance
-good for flag running (gvg) or relic runs (tombs)
Now, the negative to the spell (cripple) isnt necesarrily such a bad thing.
-For one thing, its a condition, and conditions are easy to remove by your monks (some condition removals will give u hp for conditions on you)
-If you need, you can use the condition to hinder your enemies (plague sending, ranged version of plague touch)
Now, what would be the purpose of it?
-its an enchantment speed boost that lets you run through cripple, and still have a stance
-good for flag running (gvg) or relic runs (tombs)
Now, the negative to the spell (cripple) isnt necesarrily such a bad thing.
-For one thing, its a condition, and conditions are easy to remove by your monks (some condition removals will give u hp for conditions on you)
-If you need, you can use the condition to hinder your enemies (plague sending, ranged version of plague touch)
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IH is 33% faster, so people with sprint(25%) can't possibilly catch up to you.
I had seen a mesemer with IH and good fast casting (he cast IH below 1 sec), you can't slow the person unless you got things like muddy terrian. Reasons due to that IH is an enchantment so you can run hex breaker with it, and you can ignore the cripple condition with it. (we killed the guy regardless due to long range damage from DoT and spikes.
I had seen a mesemer with IH and good fast casting (he cast IH below 1 sec), you can't slow the person unless you got things like muddy terrian. Reasons due to that IH is an enchantment so you can run hex breaker with it, and you can ignore the cripple condition with it. (we killed the guy regardless due to long range damage from DoT and spikes.
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1. IoH removes ANY cripple, including the one it induces.
2. Recharge<Duration. This means you can cast it indefinately.
3. At 4 pips of regen, you regain ~1.2 energy per second, if the duration of the enchant is about 12 naturally (with higher illusions) and then you have a +20 enchant MOD, you have a 14 second span to regain energy. Or about 14.8-ish from the original cast. This mean if you used this and nothing else, you'd gain energy. Of course, you'd probably be casting distortion while using this.
4. At high fast casting, you do not spend 1.75 seconds casting this. It's almost instant (the aftercast seems to be longer). But, due to it being faster than other speed buffs, you make up for it.
I don't think this is a bad runnign skill at all.
2. Recharge<Duration. This means you can cast it indefinately.
3. At 4 pips of regen, you regain ~1.2 energy per second, if the duration of the enchant is about 12 naturally (with higher illusions) and then you have a +20 enchant MOD, you have a 14 second span to regain energy. Or about 14.8-ish from the original cast. This mean if you used this and nothing else, you'd gain energy. Of course, you'd probably be casting distortion while using this.
4. At high fast casting, you do not spend 1.75 seconds casting this. It's almost instant (the aftercast seems to be longer). But, due to it being faster than other speed buffs, you make up for it.
I don't think this is a bad runnign skill at all.
As stated above I used this as a N/Me. The thing is you don't have to be crippled to begin with in order to use it. When it's blinking, cast Fragility. As soon as it ends cast Plague Sending. Follow up with Virulence, and finally Epidemic.
You end up with several Crippled, Weakened, Poisoned and Diseased people spamming their monk for cures, and one guy who took moderate damage from adding and subtracting conditions.
You end up with several Crippled, Weakened, Poisoned and Diseased people spamming their monk for cures, and one guy who took moderate damage from adding and subtracting conditions.
