Unnatural Signet

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

In the beta was a horrible skill...

Now it is the BEST Spirit removal.

Stats: (range 0-12)
1 sec cast, 40 recharge
Target foe takes 15...63 damage, and if that foe is a spirit this skill recharges instantly.

Anyway....A mesmer can take out every spirit on the field in a matter of seconds :\

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Dont want to make another thread for their no skills, so I'll go ahead and say mesmers have hex removal thats GOOD!. unlinked Repel Hexes.
5e 1sec 8sec
Remove upto 2 hexes from target ally.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

It's Expel Hexes, not repel. The only elite among the starting skills worth using.

Unnatural is pretty good, but a spirit can take usually 3-5 hits of it, and that means you're basically locked on one target, unmoving, chain-casting for 6 seconds or so. Overall I preferred to leave it off my skillbar.

To avoid another thread, I'll mention the skill I feel are worth using so far.

Images of Remorse : This spell kicks so much ass the reason they held it back till Cantha is because there we'rent enough asses left to kick in Tyria. Spamming this on attacking casters is basically a 5 energy clumsiness + conjure phantasm, barely makes a mark on your energy and lets you deal constant damage to the other side. Combine with empathy and Mantra of Resolve, and you have incredible antimelee devastation.

Expel Hexes : Of the starting elites, this one takes the cake. The best hex removal so far, better than anything in factions. Again, very light on your energy, and recharges fast.

Overload : 5 energy. Recast in 5 seconds. A good 70 damage on something that casts. I usually like this for a quick spike on caster mobs, or a bit of beatdown on a mob casting a long res... combined with mantra of recovery, this and IoR is the mesmer machinegun.

Valkyries

Valkyries

Jungle Guide

Join Date: Mar 2006

AoM

I am curious... where do you find the new skills for each class?

I found the ones on this site for Assassin/Ritualist but I didn't see anything new in the Mesmer section (for example).

Could you please post a link. I would like to see these new talents for Factions

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Go in game, create a "Factions" character. Choose "Mesmer". Click.

Wait for load into Marketplace. Then, press "k" and look at all the Factions skills you have.

Can't post them since I'm not playing right now and I don't have any screenies.

sun is in us

sun is in us

Frost Gate Guardian

Join Date: Jun 2005

Organic Soup

Of the Day

Me/

Quote:
Originally Posted by Valkyries
I am curious... where do you find the new skills for each class?

I found the ones on this site for Assassin/Ritualist but I didn't see anything new in the Mesmer section (for example).

Could you please post a link. I would like to see these new talents for Factions Well in line with the post below....Just go to a Priest of Balthazar and you will see all the new stuff.


Banebow

Banebow

Krytan Explorer

Join Date: Aug 2005

[KoA] Knights of the Alliance

Me/

Since spirits often end up in clumps of two or more, you would be better off using some sort of aoe damage effect on them rather than this signet. Even if they got spread out so that aoe would not work very well, your warriors should be decent enough that they attack the dangerous spirits and get them off the battlefield. An assassin can also kill a spirit quickly, and they have spirit walk to get to them.

And lets not forget the fact that with the large aoe, spirits could be very far back. Mesmers are not the best class to try overextending with.

rii

Desert Nomad

Join Date: Mar 2005

UK

Perhaps in ha or 12v12 taking a nuker is preferable... but in 8v8 dedicating a character to that would be silly unless aoes get a big buff. USignet is looking to be a nice option against what is almost the inevitable Rt/Mo camper/spike teams.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by rii
Perhaps in ha or 12v12 taking a nuker is preferable... but in 8v8 dedicating a character to that would be silly unless aoes get a big buff. USignet is looking to be a nice option against what is almost the inevitable Rt/Mo camper/spike teams. Well, the ritualist cant move in that case... you can flank the team, or bring more AoEs (rodgorts was nicely upgraded, or meteor shower since ritualists don't seem to run around alot in 12v12 at least). Usignet is all well and good... but you could just make rangers bring longbows and snipe the spirits down, or simply flank the team.

Maybe RtL smiters will see some popularity against that possible setup, who knows.

Banebow

Banebow

Krytan Explorer

Join Date: Aug 2005

[KoA] Knights of the Alliance

Me/

Quote:
Originally Posted by rii
but in 8v8 dedicating a character to that would be silly unless aoes get a big buff. I was talking about 8v8. You don't even have to dedicate one character to this, a single aoe spell and any spirits inside it are going to be hurting badly. Better, aoe has a use outside of spirit killing, while this signet has such a nasty recharge that I wouldn't even consider it. Add to that the little fact that you are a soft target with 60al who wants to run through lines of warriors, elementalists, necromancers, and other mesmers so you can stand still for 6+ seconds casting a signet multiple times and I think we both know what would happen.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Banebow
Since spirits often end up in clumps of two or more, you would be better off using some sort of aoe damage effect on them rather than this signet. Even if they got spread out so that aoe would not work very well, your warriors should be decent enough that they attack the dangerous spirits and get them off the battlefield. An assassin can also kill a spirit quickly, and they have spirit walk to get to them.

And lets not forget the fact that with the large aoe, spirits could be very far back. Mesmers are not the best class to try overextending with. Just thought I'd point out that Rit's have a skill to 'drag' there spirit along. So it'd be the work of a moment to pull a critical spirit out of harms way. In that type of situation, I think Unnatural Signet would be an excellent skill.

And I don't see how using this skill would be putting you in harms way more than using an AoE would... Really if the team is making a go at killing a camping spot, and the Rit move's his spirit with the idea of regrouping, the signet would be perfect to finish the camp.

zoozoc

zoozoc

Krytan Explorer

Join Date: May 2005

Beaverton/OR

Disciples of Birkler [BIR]

*cough*spirit walk*cough*

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Unnatural Signet seems good at first, and it still is, but it requires you to spend a lot of time (usually around 5-8 seconds) on a single target. It's best only to use against key spirits.

As for Expel Hexes...it's one of the best new skills to come with Factions.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

What dragannia says are my opinions in full

Expel (complemented with SQ or whatever) turns hex removal from precision to solid defence...

Kariston The Swift

Lion's Arch Merchant

Join Date: Sep 2005

Sand Scorpions[SS]

R/Me

Eh I prefer that skill that removes 1 Hex, 1 Conditions and Heals for 70. Blessed light I think its called.