Alternate Signet of Weariness Spam Build

a cadet

Academy Page

Join Date: Nov 2005

Signet of Weariness is usually put on mesmer primaries, and is normally spammed with the help of such things as mantra of inscriptions, echo, etc. My idea here was to place it on a ranger primary instead.

R/Me
Oath Shot {E}
Signet of Weariness
Debilitating Shot
Mantra of Signets
Savage Shot
Serpents Quickness
Leech Signet
Ressurection Signet

Attributes: 15 Expertise, 12 Domination, 7 Wilderness Survival.

The use is straightforward; Mantra of Signets is used only to essentially put two Sow's on your skill bar, Debilitating shot is used for further energy denial, and Serpents Quickness is primarily to increase the recharge on Oath Shot. This works much better under QZ, but even without it the build works reasonably well.

The big differences between this and a mesmer primary are these:Only 9 energy is drained Most of the energy denial is not "aoe" Rangers have higher AL
  • Spammable interupts Skills like Aegis and Guardian affect your energy denial
    The differences are significant; however i feel like this combines the roles of interuption and energy denial, without using energy expensive spell-only interupts.

    I tested this somewhat in the Competition Arenas, it clearly does the job of draining energy, but you need to pace yourself or you will run out of things to do while waiting for Oath Shot to recharge. This is made somewhat difficult because you never actually see how much energy was drained - unlike Energy Burn, where you see exactly how much was drained. Intended as an alternate form of the widely used SoW mesmer.
  • Azn D

    Lion's Arch Merchant

    Join Date: Jun 2005

    DMV

    R/

    No mind wreck? It'll add 65 dmg at least.

    Vexed Arcanist

    Banned

    Join Date: Sep 2005

    Ring of Steel

    Mo/

    Quote:
    Originally Posted by a cadet

    R/Me
    Oath Shot {E}
    Signet of Weariness
    Debilitating Shot
    Mantra of Signets
    Savage Shot
    Serpents Quickness
    Leech Signet
    Ressurection Signet Since you have no Inspiration you just use Leech Signet as an interrupt? 7 in Wilderness? I have a different build that ran the same concept, non-signet:

    Debilitating Shot
    Punishing Shot
    Savage Shot
    Distracting Shot
    Whirling Defense
    Ether Feast
    Energy Tap
    Res Sig

    I forget the exact attributes ATM, inspiration was around 8, nothing in Wilderness.

    a cadet

    Academy Page

    Join Date: Nov 2005

    Quote:
    Originally Posted by Azn D
    No mind wreck? It'll add 65 dmg at least.
    Mind Wrack damage is unreliable, and bluntly useless. It would be very difficult to incorporate Mind Wrack into a spike, and in my opinion it is a waste of a slot.

    Quote:
    Originally Posted by Vexed Arcanist
    Since you have no Inspiration you just use Leech Signet as an interrupt? 7 in Wilderness? I chose Leech Signet for several reasons; it is an 'unblockable' interupt, so if attempting to interupt a Ghostly Hero, you essentially have 4 interupts that are unaffected by Spellbreaker/Guardian (using Mantra of Signets on it ofcourse). When the recharge of the skill doesnt matter, (everything is tied to the recharge of Oath Shot), Leech Signet is clearly a superior mesmer interupt.

    The points in Wilderness Survival are to achieve a ~20 second Serpents Quickness, so that it lasts as long as the recharge of Oath Shot, to gain the maximum benefit from it.

    My apologies, i should have explained the attributes more clearly.

    Vexed Arcanist

    Banned

    Join Date: Sep 2005

    Ring of Steel

    Mo/

    Quote:
    Originally Posted by a cadet
    Mind Wrack damage is unreliable, and bluntly useless. It would be very difficult to incorporate Mind Wrack into a spike, and in my opinion it is a waste of a slot.

    I chose Leech Signet for several reasons; it is an 'unblockable' interupt, so if attempting to interupt a Ghostly Hero, you essentially have 4 interupts that are unaffected by Spellbreaker/Guardian (using Mantra of Signets on it ofcourse). When the recharge of the skill doesnt matter, (everything is tied to the recharge of Oath Shot), Leech Signet is clearly a superior mesmer interupt.

    The points in Wilderness Survival are to achieve a ~20 second Serpents Quickness, so that it lasts as long as the recharge of Oath Shot, to gain the maximum benefit from it.

    My apologies, i should have explained the attributes more clearly. A few things, first your not using mind wrack should be explained as the goal of your build isn't to deal alot of damage, it is simply to interrupt, thus Mind Wrack isn't used. Second you state Leech Signet is used due to it's unblockability yet you depend on oath shot (clearly blockable) to reset it.

    Obviously this point doesn't deter your build's intent, just clearing the air on how reliably useful Leech Signet really is in this build. You waste a slot for an unblockable interrupt that neither does damage nor drains energy nor gains much energy (around 3 with zero inspiration IRC, and only if the blocked skill was a spell).

    a cadet

    Academy Page

    Join Date: Nov 2005

    The primary goal of the build is to drain energy, not to interupt. I think i lost you a bit on how im relying on an blockable...?

    Clearly this build isnt meant to do damage, there are no direct damage skills in this build. Oath Shot is relatively simple to hit 90% of the time, just find a target without any enchantments on them (spirits are good for this).

    I also dont understand your issues with Leech Signet, it is an interupt. It does no damage, and gains me little energy. I dont really understand your point; Savage Shot does the same only costs me energy...? Im somewhat confused as to why all my skills should do damage.

    Vexed Arcanist

    Banned

    Join Date: Sep 2005

    Ring of Steel

    Mo/

    Quote:
    Originally Posted by a cadet
    The primary goal of the build is to drain energy, not to interupt. I think i lost you a bit on how im relying on an blockable...?

    Clearly this build isnt meant to do damage, there are no direct damage skills in this build. Oath Shot is relatively simple to hit 90% of the time, just find a target without any enchantments on them (spirits are good for this).

    I also dont understand your issues with Leech Signet, it is an interupt. It does no damage, and gains me little energy. I dont really understand your point; Savage Shot does the same only costs me energy...? Im somewhat confused as to why all my skills should do damage. I give up. Leech signet does NOTHING other than interrupt, you said you used it becuase it was an unblockable interrupt, but you rely on Oath Shot to reset it and the rest of your skills, Oath Shot is blockable.

    Your build isn't a damage build, sorry. You may deal damage but it is weak. It is an interrupt build with some energy denial.

    a cadet

    Academy Page

    Join Date: Nov 2005

    Quote:
    Originally Posted by Vexed Arcanist
    Your build isn't a damage build, sorry.
    Quote: Originally Posted by a cadet
    Clearly this build isnt meant to do damage Am i missing something?

    Boofhead

    Frost Gate Guardian

    Join Date: Aug 2005

    Black Rose Gaming

    but leech signet can be recharged by mantra of signets, and both can be recharged by oath shot if necessary.

    Slade xTekno

    Slade xTekno

    Rawr.

    Join Date: Apr 2005

    Read or Die Stooge Forum

    W/

    13 is the most anyone will need in Expertise.

    jesh

    jesh

    Forge Runner

    Join Date: May 2005

    San Diego, CA

    Penguin Village

    Mo/

    14 is better for 10 energy skills, and people that play with concussion and vampiric touch often have 16. 15 .. I don't know why he chose 15.
    But yes, suprisingly, people use expertise for more than quickshot spamming.

    a cadet

    Academy Page

    Join Date: Nov 2005

    I was under the impression that 15 expertise was a 'break point' in expertise for 15 energy skills? I would not be surprised if i were wrong on this, but a minimum of 14 is needed since Debilitating Shot, Oath Shot, and Savage Shot are all 10 energy skills.

    Slade xTekno

    Slade xTekno

    Rawr.

    Join Date: Apr 2005

    Read or Die Stooge Forum

    W/

    T_T My memory is failing me already.

    The above two posters are correct - 14 is the most you should need in Expertise. 15 is the break point for 15e skills, but at that point, you might as well put points elsewhere.