Talk:Serpent's Quickness

I have no Ranger, so I am unable to test this, so I pose this question here so that someone else may answer it and include the answer in the article: What happens if this skill is used when the caster is below 50% health to begin with?


 * Does no one know?


 * You can activate the stance, but it ends immediately. &mdash; Stabber 12:23, 3 March 2006 (CST)


 * That isn't true at all. I use SQ and Pin Down in a build to solo Sskai with my ranger. When I mess up my timing and he gets a couple of hits in on me, I find myself regularly around ~120 hit points (max 485). There has never once, ever, been a situation when SQ did not speed up the recharge of Pin Down. I'm just using this situation as an example in an attempt to convince any of you that I'm not just mistaken. Tarinoc 23:34, 16 September 2006 (CDT)


 * Serpent's Quickness will never be active while you are below 50% Health. Are you saying that it remains active, even though it doesn't appear in the status bar? ~Aeronox 210.50.86.122 08:24, 9 October 2006 (CDT)

Recharging stances
Keep in mind that when you use another stance, serpent's ends, due to the fact that you can only have one stance at a time. But, The stance that replaces it DOES recharge 33% quicker. I thought this was a bit sketchy, so I'd post my findings - Theseus of Athens


 * So an Arcane Echoed Echoed Serpent's Quickness at 30-31s (necessary?) will let you keep Serpent's Quickness up a few cycles/indefinitely (haven't bothered to think about the math) as long as your health is above 50%. 30s would be tough but doable since stances have instant cast time. Use Arcane Echo on Echo since both are 20s only (24s w/ +20% ench) and then on Serpent's -- you'd be short 6s for a faster recharge without the additional copy, since 33% deducted from 45s recharge is still a 30s recharge (longer than the 20s duration on the Echoes). Eh, just thought I'd bring it up. Maybe a "usage note" or something once someone figures out what the times needed/cast order & timing are. Apologize for the wandering comment here, tired @ work and tried to (re)write for clarity before posting but it seems like I failed miserably d:. --Tinarto 10:01, 29 April 2006 (CDT)

I added that SQ can reduce the cooldown of stances under the additional notes. --Fatigue 17:45, 19 October 2006 (CDT)

Something to test
If I activate a skill, such as a binding ritual, and this ends before i'm finished casting the binding ritual, does the binding ritual benefit from the decreased recharge time?--Kingrames 13:19, 17 May 2006 (CDT)
 * No, recharge modifying things take effect when the skill is done activating. --68.142.14.76 20:42, 31 May 2006 (CDT)

does this work on glyphs? - memy
 * Works on everything. --68.142.14.76 20:42, 31 May 2006 (CDT)

This skill seems to round to the nearest second because it does not change the recharge time of Quick Shot.
 * A rather old patch made it so nothing could reduce recharge to faster than one second. I think it was actually because of SQ + QS.  --68.142.14.78 05:23, 12 July 2006 (CDT)

SQ + QZ- It seems they might stack
I did some very rudamentry testing and it seems when QZ and SQ are both active, it decreases recharge time by more then one half. However, I am not sure which one applies first or if they realy even stack. I would say they do, as they use diffrent mechanisms, but am not sure. Could someone do some testing on this?