Illusion of Haste

Description
For 5...10 seconds you are no longer Crippled, and you move 33% faster than normal. When Illusion of Haste ends, you become Crippled for 15 seconds.

Acquisition
Skill Quests: Skill Trainers: Signet of Capture:
 * A Cure for Ralena (Sardelac Sanitarium)
 * Captain Osric (Yak's Bend)
 * Dakk (Ember Light Camp)
 * Vook Foomble (Salt Flats)
 * ... more to be added ...

Usage Notes
Illusion of Haste is a specialized skill that looks both much better, and much worse, than it is.

Illusion of Haste is, first and foremost, best used for short sprints, and will be practically useless at low levels of Illusion Magic investment. Unlike Sprint, this skill is a spell, and therefore requires you to stop and go through a casting animation in order to use it. Illusion of Haste is therefore generally unsuitable for "runners," characters who are designed to complete missions or reach areas by moving through dangerous areas very quickly. The fact that you become Crippled at the end of the spell's duration does not help.

Since this spell causes the Crippled effect on you, it is best to use it when you know exactly where you are going, and do not plan on moving once you arrive. Using Illusion of Haste as a speed burst like Sprint will often be counterproductive if you are running from foes, due to the Crippled effect caused. The fact that Mesmers have no primary profession condition removal makes Illusion of Haste even more specialized.

Use Illusion of Haste with condition heals or, better yet, skills that will transfer the Crippled condition to your enemies (such as the Necromantic Plague Sending).

One nifty aspect of Illusion of Haste that most players overlook is the fact that it cures Crippling, whether of not Illusion of Haste was the source of the condition. Use Illusion of Haste if you have been Crippled by an enemy, then retreat to safety and stall out, cure Crippling, or transfer it.

Use with the Monk skill Contemplation of Purity produces favorable results, as Contemplation of Putrity will cure the crippled condition when it ends the enchantment. Use it right before the enchantment is about to run out for the best result.

Added:

Also don't Forget that even though it cripples you as it ends, simply recasting it again will cure the condition. It is quite feasable to use this skill for Infusion runs, or other sprints; dispite the original Author's malcontent with the skill. The biggest drawback (and only one in fact) is that once your energy runs out, you will be crippled, and out of energy. So As the original author said; make sure you know you can make it to saftey before you start your: run, cast, run, cast, run, cast. I never enter a PVE area without this spell. IT WILL SAVE YOUR LIFE.