Quote:
Originally Posted by snaek
signets can have durations, see:
signet of recall
signet of stamina
signet of strength
archer's signet
poison tip signet
etc
prot spells dun have to be bout duration, see:
all condition removal skills (too lazy to type em all out)
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First, when I read "Protection signet" what registered in my head was a signet that acts like Shield of Absorption, or Protective Spirit, ya know, reducing damage taken over an amount of time, not condition removal (as signets like that exist).
As for your list, signets cannot "last forever," so to speak, so in order to prevent easier maintaining, they are given a duration.
Also, for reference sake:
Quote:
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Originally Posted by Dictionary.com
sig·net /ˈsɪgnɪt/ Pronunciation Key - Show Spelled Pronunciation[sig-nit] Pronunciation Key - Show IPA Pronunciation
–noun
1. a small seal, as on a finger ring.
2. a small official seal for legal documents, contracts, etc.
3. an impression made by or as if by a signet.
–verb (used with object)
4. to stamp or mark with a signet.
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Signets are small rings/seals used, in GW's case, to improve one's fighting ability (or help heal), kind of like a small magical item. These items, in common fantasy lore, cannot last indefinantly. In looking at a lore standard (or a different type of game's mechanic), the signets would basically be used up and worthless after a while, the durations would be the "after a while" and would therefore become useless (needing another one).
In GW, you basically have an unlimited amount of signets, but some, such as Resurrection Signets, cannot be used one right after the other (hence the recharge times), those with durations are just "stronger" signets.
For instance, the Signet of Stamina, you use it, and "hold" it until you have to attack, once you attack, you have to "stop holding" it. Those with durations you just "hold" to keep their affect going. However, is not the case for all of them, such as Poison Tip Signet, which would basically be like APply Poison (however, using a signet to apply the poison, instead of a bag or whatever - from a lore perspective).
There are Protection Signets, in terms of removing conditions and hexes, but they are not in the Protections attributes (they are in no-attribute, or in Divine Favor). There cannot be a signet to affect others (other then a simple one-time use, and one time uses would be either resurrecting, healing, or removing conditions/hexes).
Also, as I said briefly in the paragraph above, signets cannot have a duration on others (which is what I meant in my previous post, that is, an enchantment-like affect on
others).
Signets only affect the user/wielder or give a one-time affect on others.
The best that can happen for a "Protection Signet" would be to move something like Purge Signet to the Protection line, or make a monk version of Signet of Stamina (or a signet version of an auto-self-targeting Shielding Hands).