Full: For 30 seconds, your melee attacks neither hit nor fail to hit. Instead, Illusionary Weaponry deals 8...34...40 damage to your targets for each melee attack. You have +5 armor for each equipped Illusion Magic skill.
Concise: (30 seconds.) Deals 8...34...40 damage to foes in place of other damage or effects from melee attacks. You have +5 armor for each equipped Illusion Magic skill. Your melee attacks neither hit nor fail to hit.
Signet of Capture:
- Weapons that attack faster will increase DPS, so swords and axes are more effective than hammers.
- Scythes can strike up to 2 foes adjacent to your target, triggering Illusionary Weaponry up to 3 times per attack.
- A common belief is that a Me/A with daggers will have a higher damage output than a Me/W with a sword or axe, but this is incorrect. With 12 Dagger Mastery, a 26% chance to double strike is not as effective as Flurry, which requires 0 attribute points and is equivalent to a double strike on every other attack. In addition, swords and axes also allow use of a shield or focus item.
- Attacks under this enchantment only require that you swing a weapon to inflict the stated damage, therefore Blindness, blocking, and skills that cause attacks to miss are not effective; Reckless Haste is actually a benefit when using this skill.
- Assassin attack skills used without the requirement will still fail and not cause damage. Attack skills used that meet the requirement will cause damage from Illusionary Weaponry and trigger skill recharge, but will not otherwise hit or mark the target.
- Skills like Riposte and Vigorous Spirit that trigger "while attacking" or "on attack" will still affect you.
- Skills that block will not negate Illusionary Weaponry's damage.
- While under the effects of Illusionary Weaponry you don't gain adrenaline, due to your attacks not actually hitting your target.
- The Colossal Scimitar, available in the Nightfall campaign is the weapon in the skill icon.