Illusionary Leap needs updating
This sound like it’s a change for pvp/wvw. I don’t see how being guaranteed to catch someone using something like super speed and condi clears in their build is fair to the opposing player or pve mob.
This sound like it’s a change for pvp/wvw. I don’t see how being guaranteed to catch someone using something like super speed and condi clears in their build is fair to the opposing player or pve mob.
I don’t think you see the problem, or maybe it’s just with the players like me who play with 160 ping. Even without superspeed, the moving target will be out of range by the time you swap even if you do it asap. The cripple does next to nothing to keep the target within the clone range for swap. Thus my suggestion for 1+1 immob instead of cripple + 2 sec immob. It STILL doesn’t do anything to players with thaits that counter movement restrictions BUT it would actually have greater chance to connect with the players that do not even have the trait. Now it’s countered just by moving and like my fellow mesmer said “you pretty much need to have the target stunned first”. That should not be a requisition with a skill that isn’t that powerful in the first place. My wish is just that the devs would take a second look at the skill (now that the traits counter mover restrictions) and maybe update it a bit. Not asking to break it, asking to fix it so it would work and connect as intended.
You are assuming that it is always supposed to work.
If that was the case it should work more like Flashing Blade or Infiltrator’s Strike(sword 2 on guardian and thief).
You are assuming that it is always supposed to work.
If that was the case it should work more like Flashing Blade or Infiltrator’s Strike(sword 2 on guardian and thief).
Where did I say anything like that? Where did I assumed it should “always” work? I am assuming it should work more often than what it does now. That is rarely. Even with double immob there are traitlines that makes it still not “work” on the target, but my wish is that the counter the skill is not just by moving around. That’s kittened.
All I wish it would take in consideration moving targets and how painfully low the the chance for it is to connect as it is AND then even if it connects there’s countering traits that ignores immobilization. The initiating cripple for 1sec will not help the swap land nowadays and the targets move out of range by the time of swap.
Too much to ask?
I use this skill regularly, in PvE as well as PvP and WvW. It’s highly effective but you will get the most mileage out of this skill when your opponent (if they are a player, that is) is not focusing on you.
It is also significantly more effective if you pair this skill with a different CC of some kind. I use a hydromancy sigil (probably a bad choice compared other options, but it works for me) on my sword as I tend to weapon swap a lot, and if you hit them with the chilled from that weapon swap, then immediately use Illusory Leap to cripple them and follow through with the clone swap and immob. I would hazard a guess that this works about 60-70% of the time. The key here is to do the full skill cycle as fast as possible to ensure your target is still close enough to your clone for the immob to land.
If you don’t want to use hydromancy, you could instead use any of the Chronomancer’s wells (except Well of Precognition or Well of Eternity [heal] as they don’t have CC’s). If you lay a well down at your target to hit them with the initial CC from slow/chill/cripple, you will significantly increase your chances of getting a successful immob swap from Illusionary Leap.
Similarly, if you have a quickness buff active when attempting the leap, you should be able to successful immob them with it the majority of the time.
Hope this helps.
EDIT: Remember also that in a player versus player scenario, 2 seconds of CC (from immob) is not enough to change the tide of a fight if your opponent knows what they’re doing. Comboing CC’s together as above will give you way more mileage out of these skills as opposed to using them one at a time throughout the course of a fight. The more you can juggle your opponent and keep them from being able to successfully control their character, the more you will find opportunities to hit them with bursts and hopefully bring them to a downstate before they can cleanse or react.
(edited by drunkenpilot.9837)