Um Keystone Signet?

MMSDome

MMSDome

Raged Out

Join Date: Sep 2005

Keystone Signet is and always has been a pretty useless skill. I mean who uses builds that require your signets to automatically be recharged. Can they please just somehow buff this skill because the picture for it is cool looking and i want to get a use out of it! Anyone else?

IIIPowerIII

IIIPowerIII

Wilds Pathfinder

Join Date: Nov 2005

Canada

R/Mo

Even the boss dont use a combo... Hes standing there using his useless signet :P

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

MESMER BONDER GO

Keystone Signet
Ether Signet
Mantra of Inscriptions
Life Bond
Balthazar's Spirit
Protective Spirit
Shield Guardian
Leech Signet (or other skill)

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Keystone + signet mantra + unnatural + e burn = one hell of a punch x 3 + 1

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Meh its a mantra of recovery for signets; both of which have opposite downfalls.
Keystone has too long an activation time.
MoR costs too much energy.

Ironic, no?

samcobra

samcobra

Krytan Explorer

Join Date: Jan 2006

USA

Mo/Me

You do realize that Mantra of Recovery only works on spells? This means that signets do not recharge faster due to its effect.

Mantra of Inscriptions is correctly the one for signets.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Wow.. ether signet looks so abusable I'm turned on. I'd never noticed that skill before.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

This is a nice signet to use if you are using a Signet Build.

Such as: Mo/Me or Me/Mo

Bane Signet
Signet Of Rage
Signet of Humility
Leech Signet
Keystone Signet (e)
Phantom Pain
Signet of Disruption
Rebirth

You can sub Signet of Rage for Unnatural Signet.

You can leave Illusion at 0, its just for Signet of Disruption and gives someone else a cover hex, a health degen and deep wounds when it ends.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Quote:
Originally Posted by samcobra
You do realize that Mantra of Recovery only works on spells? This means that signets do not recharge faster due to its effect.

Mantra of Inscriptions is correctly the one for signets.
Quote:
Originally Posted by Eaimirth Etaivella
Its Mantra of Reovery for signets Yes.

Both have flaws that make them in my opinion unusable in high end play. MoR is energy demanding yet has an instant activation time. Mantra of signets takes no energy but leaves the mesmer stationary while recharging skills. They both work on a certain type of skills; MoR spells, key signets.

If only mesmers got an oathshot...

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Eaimirth Etaivella
MoR costs too much energy.
Considering I used the skill when it was 15 energy and 30 recharge (and liked it), I'm going to have to call you complainy

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Quote:
Originally Posted by Eaimirth Etaivella
Yes.

Both have flaws that make them in my opinion unusable in high end play. MoR is energy demanding yet has an instant activation time. Mantra of signets takes no energy but leaves the mesmer stationary while recharging skills. They both work on a certain type of skills; MoR spells, key signets.

If only mesmers got an oathshot... Drunk mesmers dont mix...

You mean Keystone signet.

Im going to try MoR in RA, Its not high end, but it'll do.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Quote:
Originally Posted by Terra Xin
You mean Keystone signet. Of course I mean keystone signet (I assume you read my "key signets" and assumed much)
@Avarre and I used A.Echo energy drain when it wasn't nerfed. Guess you and I have different tastes for skills we like.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Avarre was still nub when energy drain was nerfed, I was still using surge So I can't make a fair comparison to that.

around

around

Wilds Pathfinder

Join Date: May 2006

Aussie Trolling Crew - Diplomatic Embassy

I Have Three Pennies [Pnny] - forever in my heart <3

R/

Mantra of Recovery+Diversion Spam 4tw.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Well it was like surge (pre nerf) x2...which was cool. With echo you could take 40 energy in about 1.2 seconds. You could drain a warrior with 1 spell, instantly. You could, in all viability, energy deny elementalists.

...and despite all that being said above, I still don't think it should have been nerfed (LOL!)

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Well I meant in PvE..

I did play the old edenial with drain, tap, etc and wrack in pvp briefly... it was overpowered to hell. Drain removing lots, tap removing many... feast removing 5 (after the balancing, the net gain increased but the enemy loss dropped, forget actual numbers though).. nerf was needed, having that kind of capability for pressing 1, 2 ,3 really is a little imba

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Meh they "could've" focused swapped...(LOL!)
Overpowered to hell; reminds me of CoP today =/ (on a smaller scale)

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

omg... im only what... july...4 months old?? wait, 5 months...

I was sooo close to wanting to make a signet build for an ele... but they have no signets^^ *laughs at eles*

nah im kidding, they have glyphs...

wow, ether feast used to remove 5, thats nice to know^^

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

There are some signet builds out there right now that are strong but not made to do dmg.

This skill will only increase in power over time. They have to be careful when creating new signets just because of this skill.

Personally I think it should be removed from the game to give signets in the future more of a punch. Most are too underpowered to work with and keystone is the reason why.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

So what WAS Drain and Tap's E-denial capabilities anyway? I wasn't around back then.

Apple

Apple

Desert Nomad

Join Date: Dec 2005

N/Mo

Drain used to take Energy 1 for 1 : so if you had max Inspiration, you stole 16 energy from the foe and gained 16 of your own...

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

I remember taking more than 16; like around 20-22 but ches a la vi, it doesn't matter now anymore.
You could drain anyone if you wanted to...(and ether prodigy kinda sucked back then too...ether renewal on the other hand,...can anyone say E/mo smiter?)

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

I wasn't around for all these nerfs...

So, what notable nerfs/buffs have been experienced in GW history?

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Bath aura
Ether renewal
Energy drain/tap
Illusionary wep
Hundred blades
Mistform
ranger spirits in general
I gtg but would list more
...ohh yea gale

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by twicky_kid
Most are too underpowered to work with and keystone is the reason why. They can just make a good signet an elite.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Ohh and prot bond can't believe I forgot that one...
Thrill of victory
half a dozen other beta skills...

Kai Nui

Kai Nui

Desert Nomad

Join Date: Aug 2005

Behind you with a knife

Celebrity Gangsters [FamE]

Me/

Only difference is that it was a 1:1 ratio. Instead of them losing energy and you gaining double it, you actually stole the amount of energy you gain now. I don't believe they ever changed how much you gain except maybe by a little bit seeing as you can't get an odd number of energy if it's doubled. Hopefully that makes sense.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

You forgot the recharge nerf as well; it used to be 20 seconds.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Lets see, didnt the original blood renewal have a static +3 and 50% health sac? or 33% or something...

Nature's Renewal removed ALL enchants and hexes (all of em!) when it was plopped down.

Spirits used to effect other spirits. Fertile Season, anyone? Oh, and there used to be no cap on the number of spirits.

Before even that, spirits used to be unremovable, zone-wide effects.

Mistform used to... actually I forget, I know it was broken, but the only ele I had back then never got to use it. It was they hit, but for -0, yes?

Water used to have unusably low damage. All of its 'good damagers' used to deal flare'ish damage, which used to be even crappier then it is now.

Essence Bond used to trigger off of damage from Life Bond. Yeah.

Mobs used to chase you forever.

At 17 Protection Prot Bond only drained 1 energy.

Chain Lightning used to have a significantly larger secondary range.

Corpse targetting spells used to have double range.

Holy Viel used to not remove a hex. It merely made hexes on the target take twice as long to cast. Yeah.

Assassin Teleports used to not require pathing - you could get stuck in a wall easily.

Warrior armor used to have -40 vs lightning.

Meteor Shower used to be a Friend-Or-Foe spell (and Im serious) and has undergone several tweaks and rewords in its damage, and delivery rate.

You used to be able to create all the time damage weapons without any penalty - some still exist today, and sell for a *lot*.

There used to be an axe with +25 hp inherant.

There used to be an axe which you could apply two suffixes to (for 44% longer enchants, +60 hp, etc)

Healing Seed used to be much more powerful then it is now (I believe every aspect got a nerf, cost cast heal and recharge).

Unyielding Aura and Vengeance used to rez teammates but not put an enchant on them - so they didnt die when they shouldve.

Balthazar's Aura used to stack on a single target, allowing you to have some nasty nasty DPS.

Ether Renewal used to last for several more seconds, and could more or less be kept up all the time. Ironically, Ether Prodigy used to give only +1..+3 regen.

Zealot's Fire used to trigger off of any skill which didnt target an enemy - like stances, cyclone axe, shouts, and the like. W/Mo smiters could spike like a bitch with this, trust me.

Divine Boon used to get a DF bonus and have no recharge time.

IWAY used to have 33% IAS and work off of dead minions, pets, and spirits.

You used to be able to reduce recharge times to below 1 second, rounding down to 0. Quickshot was abused then and later when a related game mechanic was introduced specific to it.

Quickening Zephyr used to cost 5 energy, have a very long duration, and shortish recharge.

Hundred Blades used to be non-elite.

W/Mo's were once widely considered overpowered [they werent] and it was common to hear people begging for a nerf to them.

Order of the Vampire used to work with other necro enchants.

Fireball used to /suck/. Less damage, longer cast, much longer recharge...

Flesh Golems used to be the most profitable thing in the game to farm.

There used to be a UW armor crafter quest, but it was removed due to being very buggy. [noone ever completed it to my knowledge]

"Your party shares 1 gold coin." used to be a common message, as gold was much rarer then.

There used to be piles of gold just hanging out in a few specific spots (30k an hour running them), along with a couple of chests that could drop any item in the game.

Unnatural Signet used to take a very long time to cast (im talking 10+ seconds, I forget the specifics), was a Prophecies skill, and blacked out all of your own skills for as little as a *minute* with 15 dom.

Mobs used to stand still while you put the AOE hate on them.