Talk:Beguiling Haze

This skill seems really weak compared to Temple Strike now --Phoenixfire2001 12:24, 8 October 2006 (CDT)
 * Bear in mind that Temple Strike has no activation time, so it will take the normal attack time, plus it has to follow a lead, and it can be blocked. Yes, it's easier to get dazed on them and interrupt the *next* spell, but this will interrupt at any time. Plus you can stick this in a Deadly Arts build with Deadly Paradox when Nightfall comes out. In most cases, yeah it's weaker, but I can see some neat uses.Labmonkey 05:55, 10 October 2006 (CDT)
 * Note also the lower energy cost then Temple Strike and the shorter recharge time. GhostBear 20:05, 9 December 2006 (CST)

Jan 19th, 2007 Update
This skills is now godly. Now buff Shadow Shroud!! Lightblade 18:15, 19 January 2007 (CST)


 * 4 lines above the update link for it... "Theses changes are temporary, DO NOT update any Wiki pages with these changes!". In red even... 203.167.185.26 05:19, 20 January 2007 (CST)


 * If the buff goes through it's <<<<<<<3333333 though. -Ichigo724 12:21, 20 January 2007 (CST)

Poor casters, you got screwed by A.Net Take that for Me/E Blinding Surgers! - Abedeus 01:40, 2 February 2007 (CST)
 * Not to mention Blinding Surge itself got nerfed to 10 energy, so I bet the mesmers will switch to Mantra of Recovery for the elite slot now (after recent buff) -Esqu 06:03, 2 February 2007 (CST)

Possible Buff?

This skill's effect is awesome now, but I think it needs a small buff to balance it out. Compare it to other shadow-stepping skills: Shadow Prison costs 5e, teleports you to a target, and snares target with a hex. Aura of Displacement costs 10e, and teleports you to and from a target. So for these other two elite shadow step skills, each shadow step in the skill costs 5e, and Shadow Prison basically has a free hex tacked on (which is much more useful for off-hand combo openers...). The recharge of these 3 skills is the same, 20 seconds. So basically, with this skill you pay 10e for a 6 second Daze, if you max Shadow Arts. Considering how short Dazed lasts with Beguiling Haze, I think it could be balanced better by doing one of the following: lower energy cost to 10; increase Dazed duration by 2 seconds; or decrease recharge time to 15 seconds. Thoughts? --Insidious420 14:10, 2 February 2007 (CST)

ye this needs a small daze boost--Blade (talk|contribs) 14:19, 2 February 2007 (CST)

I played around with this skill today and, with proper Energy managment, it's pretty godly even with a mere 6 seconds of Daze. If you don't like that, use some Silencing daggers; that extends the Daze to 8 seconds, which is more than enough time for any respectable Assassin to finish a caster off in. Oh, and it's not a Hex like Shadow Prison (guy above said it was), so it won't work with Black Spider Strike or Black Lotus Strike the same way Shadow Prison does. 68.53.107.186 06:07, 3 February 2007 (CST)


 * My point was not solely that Dazed is too short, like you say it lasts long enough for a competent assassin to disable & kill a caster. My point was the cost and recharge of the skill seem slightly too high for the skill's effect, especially when compared to other similar shadow-stepping elites. And I never said Beguiling Haze was a Hex, re-read what I wrote, I was just comparing all the elite shadow-step skills. But that was another of my points: the fact that Beguiling Haze doesn't have a hex or enchantment effect (like Shadow Prison and AoD) makes the energy cost of the skill even more difficult to work with. --Insidious420 13:31, 3 February 2007 (CST)
 * Parasitic Bond, Siphon Speed, insert generic 5 energy/low recharge/low investment hex here. –Ichigo724 13:35, 3 February 2007 (CST)


 * Given that the Daze and Spell interrupt caused by Beguiling Haze is unconditional (and the fact that the Daze is applied interrupt or no), it would be hard to argue that Beguiling Haze is severely underpowered. However, I feel that boosting the Daze duration by a couple of seconds (preferably to 8 at 12 Shadow Arts, which is what Temple Strike has at 12 Dagger Mastery) would be sufficient to fully balance the skill out, even at 15 Energy. It has been my opinion that Shadow Prison as it is is overpowered, while its sister skill Dark Prison is very underpowered. 68.53.168.153 04:53, 4 February 2007 (CST)

Gltich?
I was messing around with this skill and I happened to notice that when used, the skill does NOT interupt targets... Anyone else try this out? It might only interupt spells because I noticed it interupted Guardian but not a skill like Shelter... Pestilence 16:37, 21 February 2007 (CST)
 * I noticed the same thing myself on the weekend change, haven't tested it myself since then though. –Ichigo724[[Image:Ichigo-signature.jpg]] 16:56, 21 February 2007 (CST)
 * It might only interrupt spells, like broad head or concussion. Did you see it fail to interrupt a spell or a non-spell?  --Fyren 17:16, 21 February 2007 (CST)
 * I only remember it failing on res sig. –Ichigo724[[Image:Ichigo-signature.jpg]] 17:46, 21 February 2007 (CST)
 * That's what it seems, as of now... It really only interrupted if the target was casting a spell... So I guess the description would be more accurately relayed; "... if target is interrupted if casting a spell..."?? I didn't interrupt anything else, or so it seemed. It definitely dazed the target regardless, though. Pestilence 19:44, 21 February 2007 (CST)
 * Maybe a more accurate way to explain it: It may daze first, then deliver a packet of 0 damage to interrupt, resulting in only spells interrupted...? Just a thought, though. &mdash;[[Image:BlastThatT.jpg]]Blastedt 15:49, 13 March 2007 (CDT)

Another funny glitch with this skill is when you use it on a high ledge like the one over looking the area between the two gates in the fort asperwood mission. Even though the shadow step part of the spell fails, the target still gets interrupted and dazed. Quite funny to do that to an elementalist and her think "WTF? I don't see a ranger nearby!" :) --SavageX 02:01, 14 April 2007 (CDT)