Talk:Quickening Zephyr
Trainers[edit]
nightfall skill trainers needed still The Holy Llama 18:59, 24 April 2007 (EDT)
Is it just me or does this cause 10e things to cost 14e? 71.185.105.127 06:45, 20 December 2007 (UTC)
- Does this spirit half the recharge of ursan skills, too? Pudding 16:33, 8 April 2008 (UTC)
- Yes it does, it's useful when used with Volfen, because they can maintain (starting at rank 6) Volfen Agility, which means recharge their skills 66% faster, meaning they can maintain Volfen Bloodlust (33% increased attack speed to all allies within earshot).
Is there a cap on skill recharge? 72.222.217.198 19:58, 25 January 2009 (UTC)
- 50% max from any combination of sources, no defined hard cap from a single source. MA Anathe 20:18, 25 January 2009 (UTC)
Expertise is calculated after QZ increase? how the hell can anyone know?
- (Energy Cost) * (QZ%) * (Expertise%) = (Same no matter how you multiply it)
Unless im not seeing something? Justice 01:51, 26 August 2009 (UTC)
- Quite right. (For doubters wanting an example, say 15 expertise for a 25 cost; down to 10. +QZ==13... same as the table.) I've removed the note, though one could be added like "Expertise and Quickening Zephyr stack for a total effect, not an overruled one." if someone cares. | 72 {U|S|T|C} - 23:18, 27 August 2009 (UTC)
Effects its own recharge?[edit]
Does this halve its own recharge or no?
- how it would?
- If you echo it, what happens?
- It becomes echoed... T1Cybernetic 12:57, 8 December 2009 (UTC)
- He means will using it cause the Echoed copy's recharge to be cut in half. In this case it doesn't really matter because even at half recharge there's no way you can use this twice in one Echo. If you really want it tested, the best way is to do it yourself. However, if skills like Oath Shot and Serpent's Quickness are any indication, it will not affect its own recharge or a copy of itself. | 72 (UTC) 15:37, 8 December 2009 (UTC)
- Oath Shot specifically says "All skills but Oath Shot are recharged." Serpent's Quickness is a stance and those don't affect each other if I remember right. But QZ definitely affects its own recharge. Cast Echo, cast QZ, cast the Echoed QZ, and since there's no "halves skill recharge of spirits" chance, the difference in recharge speed is accountable to QZ's effect on itself. --Kyoshi (Talk) 15:41, 8 December 2009 (UTC)
- Goes to show the problems with speculation :D | 72 (UTC) 23:19, 8 December 2009 (UTC)
- The note is retarded. It is obvious from the skill description that, if made to instantly recharge in anyway, it will lower it's own recharge. I'm killing the note. NuVII 17:55, 9 December 2009 (UTC)
- If it were obvious, this section would not exist. | 72 (UTC) 17:56, 9 December 2009 (UTC)
- You were using the wrong skills for your comparison. This clearly states that it halves the recharges of all skills while it is active, that includes QZ. Case and point. It should be obvious as long as you read the description properly. NuVII 19:22, 9 December 2009 (UTC)
- (Edit conflict) Serpent's Quickness doesn't lower its own recharge. Because only QZ and Energizing Wind are spirits affectig recharges, and since stances which reduce recharge don't work on stances which replace them (even themselves), I think the note is valid. One could assume that casting a spirit would kill the previous spirit before the effect took place on the skill, as with stance switching.
- Oh, but the note is worded wrong; it will affect its own recharge regardless of casting upon itself or copying it and casting again, I was using the Echo note to make it easy because otherwise you need 16 wilderness and Serpent's combined to make it last past its own recharge in the first place. I'm sorry if I made myself unclear. ^^;; I'll fix it. --Kyoshi (Talk) 19:29, 9 December 2009 (UTC)
- I won't fight for it, but I still think it's silly. NuVII 20:04, 9 December 2009 (UTC)
- Bit late to the discussion, but the note is horrible. Serpent's Quickness doesn't affect itself because stances were explicitly changed to remove pre-existing stances first before the new stance is processed sometime after factions. Up until that time, Serpent's Quickness affected itself, Deadly Paradox reduced the recharge of Dark Escape, and so on. There is no reason to expect that skills like Quickening Zephyr, Ghostly Haste, or Weapon of Quickening won't affect themselves. MA Anathe 11:50, 27 March 2011 (UTC)
- I won't fight for it, but I still think it's silly. NuVII 20:04, 9 December 2009 (UTC)
- If it were obvious, this section would not exist. | 72 (UTC) 17:56, 9 December 2009 (UTC)
- The note is retarded. It is obvious from the skill description that, if made to instantly recharge in anyway, it will lower it's own recharge. I'm killing the note. NuVII 17:55, 9 December 2009 (UTC)
- Goes to show the problems with speculation :D | 72 (UTC) 23:19, 8 December 2009 (UTC)
- Oath Shot specifically says "All skills but Oath Shot are recharged." Serpent's Quickness is a stance and those don't affect each other if I remember right. But QZ definitely affects its own recharge. Cast Echo, cast QZ, cast the Echoed QZ, and since there's no "halves skill recharge of spirits" chance, the difference in recharge speed is accountable to QZ's effect on itself. --Kyoshi (Talk) 15:41, 8 December 2009 (UTC)
- He means will using it cause the Echoed copy's recharge to be cut in half. In this case it doesn't really matter because even at half recharge there's no way you can use this twice in one Echo. If you really want it tested, the best way is to do it yourself. However, if skills like Oath Shot and Serpent's Quickness are any indication, it will not affect its own recharge or a copy of itself. | 72 (UTC) 15:37, 8 December 2009 (UTC)
- It becomes echoed... T1Cybernetic 12:57, 8 December 2009 (UTC)
- If you echo it, what happens?
Team Build Synergy[edit]
Objections to removing this entire section?
This section seems to reference the state of the game more than a decade ago. Most of the interactions are fairly obvious and still aren't ran outside of the occasional oath shot ranger in HA. I propose that this section either be eliminated, or at a minimum it can be cut down to a couple notes. 76.127.242.82 01:44, 13 May 2020 (UTC)
- Can't remove headers as an IP. It's flagged as malicious.
- Since nobody responded I removed the whole section. Maybe add a note along the lines of "Consider using this skill alongside other energy denial skills such as (short list off things like fear me)" as a nod to the relevance for HA builds. Nothing else really fits or is relevant.
- I won't object much, because I only play PvE and that skill will never see use in PvE. --Ruine Eternelle 13:00, 15 May 2020 (UTC)
- It does see use in pve. Just not for anything even remotely related to the energy denial (unless you count hostile mobs using it DoA). It is exclusively used as a HSR effect, and almost exclusively in underworld with a few niche cases for some dungeon teams nobody uses anymore, or for some AFK farms. 76.127.242.82 21:56, 15 May 2020 (UTC)
- I won't object much, because I only play PvE and that skill will never see use in PvE. --Ruine Eternelle 13:00, 15 May 2020 (UTC)