Signet of Protection
Anti Oath
Most monks have probley noticed that theres a signet for each monk attribute (Signet of Devotion) exept protection. If Anet was to add one what do you think it would be like?
heres some ideas i have, what are yours?
Cast 2 seconds recharge 8
Heals for 20-60, and an extra 20-60 if they're enchanted
Cast 1/4th Recharge 10
Heal target for 20-60, and an extra 40-60 if allie is below 50%
Cast 1/4th Recharge 4
Heal target for 20-60 health
what are your ideas for a protection signet?
heres some ideas i have, what are yours?
Cast 2 seconds recharge 8
Heals for 20-60, and an extra 20-60 if they're enchanted
Cast 1/4th Recharge 10
Heal target for 20-60, and an extra 40-60 if allie is below 50%
Cast 1/4th Recharge 4
Heal target for 20-60 health
what are your ideas for a protection signet?
??Ripskin
Hmmm seeing how all 3 of those look like healing prayers I'd say no to those o.O .
But I would do something like
cast 2 recharge 20
The next 100 physical dmg recieved by target ally is negated and you are healed for 50.
Somethin cool and flashy like that
But I would do something like
cast 2 recharge 20
The next 100 physical dmg recieved by target ally is negated and you are healed for 50.
Somethin cool and flashy like that
gameshoes3003
Quote:
Originally Posted by Anti Oath
Most monks have probley noticed that theres a signet for each monk attribute (Signet of Devotion) exept protection. If Anet was to add one what do you think it would be like?
heres some ideas i have, what are yours? Cast 2 seconds recharge 8 Heals for 20-60, and an extra 20-60 if they're enchanted |
Quote:
Cast 1/4th Recharge 10 Heal target for 20-60, and an extra 40-60 if allie is below 50% |
Quote:
Cast 1/4th Recharge 4 Heal target for 20-60 health |
Quote:
what are your ideas for a protection signet? |
Not A Fifty Five
Well yeah but take a look at zealous benediction :P Total ripoff of WoH. But anyways, agreed that protection at elast needs a signet
lightblade
Signet of Protection
Cast ?
Recharge ?
Signet. The next {?} Protection Prayer enchantments cast on target ally lasts {?}% longer.
Cast ?
Recharge ?
Signet. The next {?} Protection Prayer enchantments cast on target ally lasts {?}% longer.
twicky_kid
1/4 cast
15 recharge
For the next 10 seconds damage delt to target ally is reduced by 10....25%
15 recharge
For the next 10 seconds damage delt to target ally is reduced by 10....25%
Thomas.knbk
Signet of ........
1c 4r
Remove one condition from target ally.
1c 4r
Remove one condition from target ally.
lightblade
Quote:
Originally Posted by Thomas.knbk
Signet of ........
1c 4r Remove one condition from target ally. |
arcanemacabre
Nu-uh! Remedy Signet only works on yourself. So maybe the Prot Sig could work on target other ally.
How about:
Eternal Signet
Cast 1/2s Recharge 5s
"The next 3...5...6 attacks that hit target other ally inflict no damage."
How about:
Eternal Signet
Cast 1/2s Recharge 5s
"The next 3...5...6 attacks that hit target other ally inflict no damage."
Anti Oath
well the thing with signets they cant have an effect like enchantments,
here are some more ideas
cast 2 recharge 5
heal target for 20-60, plus and extra 1-5 for each point in divine favor (once again this is kind of a healing type signet)
cast 3 recharge 2
heal target for 20-80, if that target was below 50%, this signet activates instantly(1/4th of a second)
^what do you think about that one? it kind of seems like a small infuse signet :P
here are some more ideas
cast 2 recharge 5
heal target for 20-60, plus and extra 1-5 for each point in divine favor (once again this is kind of a healing type signet)
cast 3 recharge 2
heal target for 20-80, if that target was below 50%, this signet activates instantly(1/4th of a second)
^what do you think about that one? it kind of seems like a small infuse signet :P
arcanemacabre
Quote:
Originally Posted by Anti Oath
well the thing with signets they cant have an effect like enchantments,
here are some more ideas cast 2 recharge 5 heal target for 20-60, plus and extra 1-5 for each point in divine favor (once again this is kind of a healing type signet) cast 3 recharge 2 heal target for 20-80, if that target was below 50%, this signet activates instantly(1/4th of a second) ^what do you think about that one? it kind of seems like a small infuse signet :P |
Your two new ideas are just like your first ideas, they still feel like Healing Prayers skills. A bit of healing is ok for Protection, but it needs to be mostly some kind of damage avoidance or absorbtion.
How about Hex removal?
Retreat Signet
Cast 1s Recharge 15s
Remove one Hex from target ally and heal for 10...38...45. If that ally was moving, this Signet instantly recharges.
This way, it can be used to clear someone of Hexes if they are running away, w/e. Also, you could use it on yourself, but because of a 1s cast time, you wouldn't be able to take advantage of the second part, since you'd have to stop in order to cast.
Renegade26
Bond Signet
For every 2 health points lost from target other ally (which means difference of max health and their health at that moment), he is healed for 1 point of health, and you gain 80%...150% of that health.
Signet, no energy 1/4 cast 10 Recharge
For every 2 health points lost from target other ally (which means difference of max health and their health at that moment), he is healed for 1 point of health, and you gain 80%...150% of that health.
Signet, no energy 1/4 cast 10 Recharge
lightblade
wow...like wow....
90% of all the ideas here are overpowered.
90% of all the ideas here are overpowered.
Thomas.knbk
Quote:
Originally Posted by lightblade
That's the same as [skill]Remedy Signet[/skill].
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TBH, why would prot need a signet? just because all other monk lines have one is a stupid reason.
Quote:
Originally Posted by lightblade
wow...like wow....
90% of all the ideas here are overpowered. |
Heal target ally for 60, att prot prayers. wtf?
Anti Oath
Quote:
Originally Posted by arcanemacabre
Well, why not? Signet of Stamina and Dolyak Signet work "like enchantments", which could be one of the things that make it really good - can't be removed.
|
Ya if you think about it signets are suppost to be pretty weak considering they dont cost energy.
Franco Power
Quote:
Originally Posted by twicky_kid
1/4 cast
15 recharge For the next 10 seconds damage delt to target ally is reduced by 10....25% |
Oh yes, great idea, also lets keep shield of absorption and prot spirit on a ghostly hero with that, then dont forget to put fertile season in
Anti Oath
cast 1 second recharge 20
heal target allie to full health, you're blacked out for 10-3 seconds
:P again, it's like a healing skill.
heal target allie to full health, you're blacked out for 10-3 seconds
:P again, it's like a healing skill.
Muk Utep
Signet of Shelter
Cast: 1s
Recharge: 15-20s
For 5...10 seconds, whenever enchantments end prematurely on target ally, that ally is healedfor 10...60.
Cast: 1s
Recharge: 15-20s
For 5...10 seconds, whenever enchantments end prematurely on target ally, that ally is healedfor 10...60.
Terra Xin
Signet of Mercy
Cast 1, Recharge 20
Target foe loses all conditions. For each condition removed this way, you and all party members lose 1 condition. If that foe had no conditions, this skill recharges instantly (50% chance Failure at rank 5 or less).
Cast 1, Recharge 20
Target foe loses all conditions. For each condition removed this way, you and all party members lose 1 condition. If that foe had no conditions, this skill recharges instantly (50% chance Failure at rank 5 or less).
FelixCarter
Quote:
Originally Posted by Terra Xin
Signet of Mercy
Cast 1, Recharge 20 Target foe loses all conditions. For each condition removed this way, you and all party members lose 1 condition. If that foe had no conditions, this skill recharges instantly (50% chance Failure at rank 5 or less). |
Terra Xin
Oh I see, it could be a direct counter to Disease. I would then reduce the recharge to like 10 or 15 seconds though.
Akhilleus
signet of reflection
1 second cast 10 second recharge
the next time target ally takes damage, that damage is negated.
if the negated damage was more than 60...100 this signet takes an extra 20 secconds to recharge.
if the negated damage was less than 20...40 this signet recharges instantly.
i tried to keep in mind the balancing issues, this signet, overall, does not seem terrible, nor overpowered. depending on the damage negated it could take no time to recharge, 10 secconds to recharge, or 30 secconds to recharge, and because of the unpredictability in which the damage would be negated, it would be hard to guess what it would accomplish. and due to the 1 seccond cast it would limit spamability if you're going against lower lvl foes. feel free to comment.
1 second cast 10 second recharge
the next time target ally takes damage, that damage is negated.
if the negated damage was more than 60...100 this signet takes an extra 20 secconds to recharge.
if the negated damage was less than 20...40 this signet recharges instantly.
i tried to keep in mind the balancing issues, this signet, overall, does not seem terrible, nor overpowered. depending on the damage negated it could take no time to recharge, 10 secconds to recharge, or 30 secconds to recharge, and because of the unpredictability in which the damage would be negated, it would be hard to guess what it would accomplish. and due to the 1 seccond cast it would limit spamability if you're going against lower lvl foes. feel free to comment.
falling demon
that 'the next 6 attacks deal no damage' one is WAY overpowered, with a 1/2 sec cast and 5 recharge, you can say bye bye to Adrenaline Spikes. anyway, i'd like to see:
Divine Signet
1/4 cast
20 recharge
create a divine light at target other allies location. for 10 seconds, allies in the area recieve a 10..16..18% damage reduction but deal 40..22..16% less damage.
Divine Signet
1/4 cast
20 recharge
create a divine light at target other allies location. for 10 seconds, allies in the area recieve a 10..16..18% damage reduction but deal 40..22..16% less damage.
HolyHawk
Signet of Endurance
1 sec cast; 5 recharge
The next time target ally takes dmg, half of the dmg is negateda and signet of endurance ends. If target ally was under the effects of an enchantment, target ally is healed by 14...72.
1 sec cast; 5 recharge
The next time target ally takes dmg, half of the dmg is negateda and signet of endurance ends. If target ally was under the effects of an enchantment, target ally is healed by 14...72.
twicky_kid
Quote:
Originally Posted by Legendary Ultimatum
Oh yes, great idea, also lets keep shield of absorption and prot spirit on a ghostly hero with that, then dont forget to put fertile season in
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PS and SoA do nothing on a ghostly since grenth has become a staple in HA. Angelic bond is ran instead because it cannot be removed.
But anyways it was an idea that is less powerful than the current option and scales so it cannot be abused.
1% increase per prot point doesn't make it extremely effective. Most monks don't run that much prot. It would be good spike protection but not really something you would want to throw around all the time like PS and SoA.
gwjunkie
Quote:
Originally Posted by Terra Xin
Signet of Mercy
Cast 1, Recharge 20 Target foe loses all conditions. For each condition removed this way, you and all party members lose 1 condition. If that foe had no conditions, this skill recharges instantly (50% chance Failure at rank 5 or less). |
Quote:
Originally Posted by FelixCarter
Oh, I like that one. But maybe it should be "If a condition is removed this way, you and all party members lose those same conditions." That way it's not better than [skill]Martyr[/skill] (which needs to be buffed for an Elite, methinks).
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I don't see why prot. not having a signet justifies making one for it, but these are pretty good ideas.
ShadowStorm
Signet of Avoidance
1 sec cast, 3 sec recharge
For the next 4 seconds, target other ally has a 30-70% chance to evade the next attack skill used against that ally or a 30-70% chance to take zero damage from the next spell specifically targeting that ally.
How's that? If they don't get hit or targeted, you can keep this up on an ally indefinitely, but not too powerful if they're getting targeted for a spike.
1 sec cast, 3 sec recharge
For the next 4 seconds, target other ally has a 30-70% chance to evade the next attack skill used against that ally or a 30-70% chance to take zero damage from the next spell specifically targeting that ally.
How's that? If they don't get hit or targeted, you can keep this up on an ally indefinitely, but not too powerful if they're getting targeted for a spike.