Skills - Rust
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You can view this database entry at: http://www.guildwarsguru.com/skill/56-rust/.
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Rothgar
At Port Sledge
Mavrik
Gonna have to go get that one for sure.
Eilana Sakage
At port sledge you can get this from a skill trainer? Or is there a monster somewhere you can capture it?
What exactly are signet rings anyway?
What exactly are signet rings anyway?
Vermilion Okeanos
signet are.... signet... a kind of skill that is not a skill nor spell... they are signet...
every signet skill have the word "signet of" in front of it.
imagine people trying to rezz signet for 9 sec... or have -40 armor for 6 sec... it is going to hurt.
In my opinion... this is the best skill to be use with lightning touch. But, Lightning Touch really do sux... *cries*
every signet skill have the word "signet of" in front of it.
imagine people trying to rezz signet for 9 sec... or have -40 armor for 6 sec... it is going to hurt.
In my opinion... this is the best skill to be use with lightning touch. But, Lightning Touch really do sux... *cries*
Labrie
Good anti-warrior skill. And since it affects foes adjacent to your target it will affect the warriors who are inevitbely going to be next to him. Healing Signet wouldn't be even be able to heal you for all the damageyou take while you have the -40 armor, let alone the damage you took before that.
rii
verrrrrrrrrrrrrry limited. i suppose it works, but on very sparse but useful things. signet of devotion, res signet, and.......... not many more common signets out there (i would argue against healing sig in pvp). The aoe isnt very big.......... surely ignorance or primal echoes is an easier thing to do?
Zeru
Hahaha
It's worse than Ice Spear!
It's worse than Ice Spear!
Mercury Angel
It's cheap, and not useless, you have to give it that.
[Edit: In the end, I suppose the distinction between horrible, substandard, and inefficient as opposed to useless isn't that high and wide. Still, as bad as this skill may be, it's not truly useless. Useless would be something along the lines of multiplying the costs of signets by x5 XD]
Because of its extremely long recharge time to go with its duration, you can't really spread it enough to make a difference. If it gets removed, it'll be a while before you can recast it.
Recharge time aside, the effects aren't impressive;
Why?
Arcane Conundrum is more useful, yet its casting time modifier is only x2. What is the difference between spells and signets then?
Signets are low in number, to begin with;
Very few monsters have them.
Hex removal is common, and signets are STILL uncommon on players;
Either you're extending only Resurrection Signet, and there are 6 or so other player on the enemies team to do the rezzing, or if they're one of the most signet prevalent classes (Monk and Mesmer), they have a means to remove your hex with ease.
The most important difference-
Signets already tend to have interruptible casting times.
You set Arcane Conundrum down to make a 1 second cast spell consistently interruptible. Signets of 2-3 seconds are already interrupted with ease (which are most of them).
Rust really doesn't have a point. Why extend the casting times when you could just interrupt? (Since warriors are the last targets you'll go for, you'll likely have your whole team pounding on them when you're actually hitting them, and Healing Signet is the only one with a negative penalty while casting I know of.)
Even if they cut the recharge time down and extended the range, I still don't think it'd see much use.
[Edit: In the end, I suppose the distinction between horrible, substandard, and inefficient as opposed to useless isn't that high and wide. Still, as bad as this skill may be, it's not truly useless. Useless would be something along the lines of multiplying the costs of signets by x5 XD]
Because of its extremely long recharge time to go with its duration, you can't really spread it enough to make a difference. If it gets removed, it'll be a while before you can recast it.
Recharge time aside, the effects aren't impressive;
Why?
Arcane Conundrum is more useful, yet its casting time modifier is only x2. What is the difference between spells and signets then?
Signets are low in number, to begin with;
Very few monsters have them.
Hex removal is common, and signets are STILL uncommon on players;
Either you're extending only Resurrection Signet, and there are 6 or so other player on the enemies team to do the rezzing, or if they're one of the most signet prevalent classes (Monk and Mesmer), they have a means to remove your hex with ease.
The most important difference-
Signets already tend to have interruptible casting times.
You set Arcane Conundrum down to make a 1 second cast spell consistently interruptible. Signets of 2-3 seconds are already interrupted with ease (which are most of them).
Rust really doesn't have a point. Why extend the casting times when you could just interrupt? (Since warriors are the last targets you'll go for, you'll likely have your whole team pounding on them when you're actually hitting them, and Healing Signet is the only one with a negative penalty while casting I know of.)
Even if they cut the recharge time down and extended the range, I still don't think it'd see much use.
ElderAtronach
This skill would be ok if it had a bigger AOE, like say... aggro circle radius. Then you could hit a big chunk of the enemy team with it and drive up their res sig use times to 9 seconds. It would be like an alternate version of frozen soil except that it only affects the enemy.
/shrug
/shrug
mastar
My thought: Ettin farming? Lol 6 seconds of -40 armour. Pwnt?Whole group? Doubly pwnt. No other use really.
Francis Crawford
Yeah, it's in some standard ettin farming builds. May even be worth running in what otherwise aren't water builds.
Rajamic
This, like many many Ele AoEs needs it's radius increased to about ward size.
axe
My guild and I got in an argument about this skill, keep in mind that we are all very new to PVP.
They are suggesting bringing this skill, while I am arguing not to bring it. To me it seems only effective when the team using rust is winning, which makes it pretty useless since its now not needed.
They are saying that rez sig is our biggest threat and my opinion is that there are very few times that if we have the upper hand that a team turns around and gets a rez chain off and comes back for the win (it has happened though)
Also keep in mind that we lose more battles than we win and in those scenarious we are the ones rezing not our opponents.
My question is, does anyone use this in PVP, and is it effective? (we play Team Arenas only)
They are suggesting bringing this skill, while I am arguing not to bring it. To me it seems only effective when the team using rust is winning, which makes it pretty useless since its now not needed.
They are saying that rez sig is our biggest threat and my opinion is that there are very few times that if we have the upper hand that a team turns around and gets a rez chain off and comes back for the win (it has happened though)
Also keep in mind that we lose more battles than we win and in those scenarious we are the ones rezing not our opponents.
My question is, does anyone use this in PVP, and is it effective? (we play Team Arenas only)
tafy69
Rust is great as part of a hex team, now that it got its recharge buffed its a essential skill for any water ele.
d3kst3r
This skill makes a basic Healing signet take 6 seconds to cast (lol longer than any skill in the game), destroys bonders mercilessly and makes rez signets pitifully easy to disrupt. Very good HA skill IMO.
Poison Ivy
Mainly used as a cover hex.
For my Monk, I use Signet of Devotion, I got hit with a Backfire and Rust once...had them both on, couldn't think of what to do except watch my team mates reciving healing from only one other Monk for a whole 15 seconds :S
For my Monk, I use Signet of Devotion, I got hit with a Backfire and Rust once...had them both on, couldn't think of what to do except watch my team mates reciving healing from only one other Monk for a whole 15 seconds :S
rii
I wouldnt argue it being essential to a water ele... if its range was larger then it would be a good contender. An interesting buff might be to tag a 5/10 energy cost onto signets also. 10 is excessive, but nevertheless.... i love primal echoes when it works but spirits suck. A spell variant would be interesting. With new anti-signet skills like complicate coming in that would about bring it up to a good standard.
JR
Quote:
Originally Posted by Poison Ivy
Mainly used as a cover hex.
For my Monk, I use Signet of Devotion, I got hit with a Backfire and Rust once...had them both on, couldn't think of what to do except watch my team mates reciving healing from only one other Monk for a whole 15 seconds :S Ask for hex removal? Prot Spirit yourself and cast through Backfire?
For my Monk, I use Signet of Devotion, I got hit with a Backfire and Rust once...had them both on, couldn't think of what to do except watch my team mates reciving healing from only one other Monk for a whole 15 seconds :S Ask for hex removal? Prot Spirit yourself and cast through Backfire?
Tark Alkerk
it isn't pointless, it has a lot of use in water farmers for ettins along with ice spear.
but if your going to go anti-war blurred vision is much better IMO.
but if your going to go anti-war blurred vision is much better IMO.
gameshoes3003
This is just about too evil against warriors in PvP because it'll take 6 seconds for them to use their signet and they'll be getting double damage to them for 6 seconds. Also, this makes it difficult to use res signet.
Arcador
This is trickky skill. 90% can be very little to non usefull, but in the other 10% it can kick ass bad. (vs split war builds)
Carth`
Can be frustrating for bonders in SF, make sure you stay back when you attack the siege ice golems
But although it has a long duration, it certainly won't hinder you that much. Not like damn Nature's Renewal
But although it has a long duration, it certainly won't hinder you that much. Not like damn Nature's Renewal
Tark Alkerk
Quote:
Originally Posted by tafy69
Rust is great as part of a hex team, now that it got its recharge buffed its a essential skill for any water ele.
No
in a gvg situation or even hoh for that mater running rust is not the greatest idea in the world, let alone essential.
most of the time water ele builds run something like this,
1.shard storm
2.ice spikes
3.deep freeze
4.blurred vision
5.ether prodigy
6.heal other
7.heal party
8.res sig
in pve rustdoes have some uses like ettin farming with eles but other than that it hovers over being completely pointless
in a gvg situation or even hoh for that mater running rust is not the greatest idea in the world, let alone essential.
most of the time water ele builds run something like this,
1.shard storm
2.ice spikes
3.deep freeze
4.blurred vision
5.ether prodigy
6.heal other
7.heal party
8.res sig
in pve rustdoes have some uses like ettin farming with eles but other than that it hovers over being completely pointless
Helll is for Heroes
combine rust and primal echoes for some solo warrior shutdown.
beware though, most people dont run split/solo builds.
beware though, most people dont run split/solo builds.