Is a Signet build actually plausible now?

Arcanis the Omnipotent

Arcanis the Omnipotent

Jungle Guide

Join Date: Sep 2005

Nova Alliance

Me/

Was thinking about it:

Mantra of Inscriptions
Keystone Signet
Mantra of Signets
Leech Signet
Disruption Signet
Signet of Weariness
Hex Eater Signet
Unnatural Signet

Its now a build where you can disrupt and E Deny with an almost unexhausitble supply of skills. Run Mantra of Inscriptions. Then use your skills. When you need to recharge, hit Mantra of Signets, and then punch Keystone. Everything recharges.

For 150 quick damage, you'd spam Unnatural. Mantra of Signets, Unnatural, then Unnatural again. Keystone it, and Unnatural again.

It seems to work in theory.

d3kst3r

d3kst3r

Krytan Explorer

Join Date: Jan 2006

Brisbane, Australia

No self heals or rez... This build would only work in Heroes Ascent or GvG and nowhere else.

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Quote:
Originally Posted by d3kst3r
No self heals or rez... This build would only work in Heroes Ascent or GvG and nowhere else. Signet mesmers are meant to be characters in an 8-man build. However, I'd find a way to put a res on it.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Problem is, you're still doing nowhere near as much as if you were a regular Mesmer.

To me, the only reason you would need a Signet build would be to mantain 4 enchantments on your teammates.

For example:

Keystone Signet
Leech Signet
Disruption Signet
Signet of Weariness
Signet of Disenchantment
Unnatural Signet
Holy Wrath
Res Signet

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Well, let's say this is as useful to your team as a Spellbook is to a R/G Aggro deck in MtG.

d3kst3r, I would have said the exact opposite, except he didn't bring a rez.

dansamy, I wouldn't say that.

d3kst3r

d3kst3r

Krytan Explorer

Join Date: Jan 2006

Brisbane, Australia

The only reason for a signet build is to reserve energy for some sort of really expensive spammable spell. Think 6 signets and arcane echo + backfire or chaos storm.

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Think "purge signet", which eats up all your energy for a heavily stacked ally.

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Purge Signet's recharge is bad. Baaaaad. Wait, I've become a sheep...

Being a signet-Mesmer, you lose out on most of the good Mesmer skills - a.k.a. the ones worth having. Actually that theorem works for all professions except for Elly since they don't have signets.

A fun build, but TA at best.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by dansamy
Think "purge signet", which eats up all your energy for a heavily stacked ally. Focus swap down to your negative set, purge, swap back up.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Purge Signet's recharge is bad. Baaaaad. Wait, I've become a sheep... Keystone signet hihi.

I've wanted to try a signet build, but meh, it's somewhat lacking in comparison to other capabilities.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Mantra of Inscription
Keystone Signet(E)
Leech signet
Unnatural Signet
Disruption Signet
Hex Eater Signet
Ether Feast
Rez signet/Res spell if you're Me/Mo

This is what I'm thinking for Signet build

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Quote:
Originally Posted by JR-
Focus swap down to your negative set, purge, swap back up. That's fine to do as well, but Purge's recharge is so heinous that it's useless without Keystone or one (or even both) of the signet-related Mantras. I really like signet mesmer builds, probably because they are very simple to play. I was glad to see more signets in the Factions skill lists that will help make signet builds more than just a novelty.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by dansamy
That's fine to do as well, but Purge's recharge is so heinous that it's useless without Keystone or one (or even both) of the signet-related Mantras. For it's effect; completely clearing someone of hexes and conditions, I would think that to remain balanced at all it would need a long recharge. True enough that in this metagame it may not be so usefull. However should we ever see the return of wide-spread hex builds, it will be priceless.

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

And Purge signet will finally have a use. ^_^


Quote:
Keystone signet hihi.
Oops, didn't see that.

Quote:
I've wanted to try a signet build, but meh, it's somewhat lacking in comparison to other capabilities. Exactement.

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

Signet builds have the smell of fad in them. Going pur signet would lose out on potentially great skills that you really should be bringing.

Think of Signets as energy managment casts...and littlw else. While many of them have good effects, spells will take the stage in a 1v1 or GvG battle.

A build like this should have one of two things: mostly signets with a few high cost spells (that are now not so high since mana itsn't the issue it was before) or a few spam spells that will let you just wail on the opposition for a few moments (omg! Mesmers can spike???) and then swap to signet skills while your mana recharges for the next wave.

You've got a good build idea here, but without spells to offset, this is a gimmick.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
while your mana recharges for the next wave. Ether signet! It sucks atrociously, but with keystone... maybe...

Although ignorance or complicate would kill you instantly

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by Avarre
Ether signet! It sucks atrociously, but with keystone... maybe...

Although ignorance or complicate would kill you instantly
Meh! Each build has his own weakness.

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

And if we see an increase in signet mesmers in Ch 2, that will give skills like ignorance, rust & primal echoes some more play.

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by dansamy
And if we see an increase in signet mesmers in Ch 2, that will give skills like ignorance, rust & primal echoes some more play. Rust already has some play.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

I already use Ignorance for Ettins Fam. Thats good for me.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Purge Signet is an always has been a very good skill. You people just need to learn how to use it

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Quote:
Originally Posted by LightningHell
Rust already has some play. Thus, I said "more play"

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Francis Demeules
I already use Ignorance for Ettins Fam. Thats good for me. Agreed, its a 1second casting 'interrupt' that recharges in 10 seconds for signets. Ftw.

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

I still say that any gimmick build is opening you to weaknesses you could easily avoid otherwise. Signet builds are possible, but I don't /sign as plausable. There are too many 1-hit skills in this game that would wreak havoc with a signet build. That's not the point that "any build has a weakness". It's more to say "This build has a weakness that will get its butt kicked. You know about it, but choose to ignore it."

Seriously: Going hard into signets is one thing. Going all in on signets is asking for trouble.

Now that I've said that, how to you lesen the effects of these 1 hit wonders? Purge signet can remove that nasty rust, but it requires you to stanf there with rust on you for 4 seconds. Spell cast hex removers are a better option, with a targe swap to the hex spammer to prevent them from ding that to you again.