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Old Nov 02, 2006, 07:40 PM // 19:40   #1
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Default The Signet Master

This is a new build I've come up with for RA/TA. Thats all the use I've found for it so far, I suppose it could be adapted to HoH, but probably not PvE.

It comes in 2 flavours; both are very similar, but are have subtle differences depending on your prefered play style. It utilises skills from each chapter,
  • The Mesmer/Assassin - Signet Master Build
Attributes:
16 Inspiration Magic (12 + 1 + 3)
12 Deadly Arts
The rest in Fast casting.

Skills:

[skill]Shadow Walk[/skill]
[skill]Signet of Midnight[/skill]{E}
[skill]Iron Palm[/skill]
[skill]Entangling Asp[/skill]
[skill]Mantra of Inscriptions[/skill]
[skill]Signet of Toxic Shock[/skill]
[skill]Signet of Shadows[/skill]
[skill]Resurrection Signet[/skill]

Overview
This version of the build is a Mesmer primary, and uses a superior Inspiration magic rune to boost the power of the Mantra of Inscriptions to give a 52% recharge on Signets for 94 seconds. By using Mantra of Inscriptions, you halve the recharge for your signets for a long period of time, so although your preliminary spike won't be as powerful, the build has more 'staying power' instead of having a large cooldown after the first combo.
  • The Assassin/Mesmer - Signet Master Build
Attributes:
16 Deadly Arts (12 + 1 + 3)
12 Inspiration Magic
The rest in Critical Strikes

Skills:

[skill]Shadow Walk[/skill]
[skill]Signet of Midnight[/skill]{E}
[skill]Iron Palm[/skill]
[skill]Entangling Asp[/skill]
[skill]Mantra of Signets[/skill]
[skill]Signet of Toxic Shock[/skill]
[skill]Signet of Shadows[/skill]
[skill]Resurrection Signet[/skill]

Overview
The only thing changed in this version is the attributes and the change from Mantra of Inscriptions to Mantra of Signets. With a Superior Deadly Arts rune, your main damage outputs (Signet of Shadows and Signet of Toxic Shock) are more powerful, as well as Iron Palm and Entangling Asp. Mantra of Signets allows you to instantly recharge one of the signets for an extra 100 damage (approx) from using the signet a second time. The downside is that after you have used the first combo, you will have to wait longer to be able to do it again, whereas the Mes/Sin version can perform the signets again in half the time.

Equipment - Both Builds
Well, I'm using an Inspiration wand with "Halves recharge on all spells" and "Energy +5, >50hp", and an Inspiration focus with Health +30 and Recieved damage -2 when in a stance. It doesn't matter that much which wand you use, as you will rarely be doing any damage with it (You'll be blind most of the time)

Tactics - Both Builds
I've listed the skills in the order you should use them. You can go after pretty much anyone with this build as rangers and warriors won't be able to attack you when they are blind.

Skill one: [skill=text]Shadow Walk[/skill] : Locate your target, and use this spell to shadowstep right next to them.

Skill two: [skill=text]Signet of Midnight[/skill] : As you have just shadow-stepped to your foe, the 'touch' condition is easily fulfilled. The signet will blind both you and your target, but it does not matter that you are blind.

Skill three: [skill=text]Iron Palm[/skill] : You are basically using this just as a 'lead attack', but it will also do some damage, and as the target will be blinded, knock them down as well.

Skill four: [skill=text]Entangling Asp[/skill] : Iron Palm counts as a lead attack, so you can use this straight after it. It will damage the target, Poison them, and knock them down (again). However, if you use it right after Iron Palm, the target will be just getting up, and so immune to knock downs. It doesn't matter if they aren't knocked down twice, though.

Skill five: [skill=text]Mantra of Signets[/skill] : By now, the enemy will have definitely noticed you in their midst, and you'll be taking damage. You used Shadow Walk to get to them, which is a Stance, and when it ends, you teleport back to your original position. By using Mantra of Signets (Or Mantra of Inscriptions), which are also Stances, you end Shadow walk and teleport out of harms way, whilst still remaining in range of your target.

Skill six: [skill=text]Signet of Toxic Shock[/skill] : Your Target will already be poisoned by Entangling Asp, fulfilling the condition and allowing you to deal about 100 damage to the target. If you used Mantra of Signets, Signet of Toxic Shock will instantly recharge allowing you to use it again for double damage.

Skill seven: [skill=text]Signet of Shadows[/skill] : Again, your target will already be Blinded through Signet of Midnight, and so you can add another 100 damage to the combo by using this skill.

Skill eight: [skill=text]Resurrection Signet[/skill] : Ressurect fallen allies.

--------------------------------
So, what do you guys all think then?
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Old Nov 02, 2006, 08:02 PM // 20:02   #2
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Very original. Can it kill stuff?
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Old Nov 02, 2006, 08:39 PM // 20:39   #3
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i like it and i might try it some other time when i have time to cap sig of midnight.

the biggest problem with this build is condition removal if the conditions are removed one signet is going to be useless and the other wont do as much dmg.

the recharge on iron palm, entangling asp, sig of midnight are a bit long so if conditions are removed you'll be forced to wait and in the time your waiting you could be die.
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Old Nov 02, 2006, 09:39 PM // 21:39   #4
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Quote:
Originally Posted by Yanman.be
Very original. Can it kill stuff?
Hell yeah, especially the Assassin/Mesmer Version: Poison and 300 damage in a few seconds.

Quote:
Originally Posted by mrsmiles
i like it and i might try it some other time when i have time to cap sig of midnight.

the biggest problem with this build is condition removal if the conditions are removed one signet is going to be useless and the other wont do as much dmg.

the recharge on iron palm, entangling asp, sig of midnight are a bit long so if conditions are removed you'll be forced to wait and in the time your waiting you could be die.
Although its true that the conditions can be removed, I've found that its only really a problem where I'm facing 2 or more monks (which isn't that common in RA). As the signets come just a couple of seconds (if that) after the conditions are applied, its quite hard for the monks to remove them in time.

I agree that the recharge is the thing that kills it though. After the first target dies, it takes about 20 seconds for the whole build to recharge; but you can keep warriors at bay with the signet of midnight (Which, since it is at the start of the combo, will be the most recharged by the end), and then repeat the combo with just SoTS. You have to try the build out first really before you can properly assess the problems. I find it a bit of a hindrance having to wait, but its not a totally crippling one.
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Old Nov 02, 2006, 10:02 PM // 22:02   #5
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300 damage is the half of what people run in GvGs. You cannot do anything to ensure the kill, that's why this is a pretty flawed build.
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Old Nov 03, 2006, 09:53 AM // 09:53   #6
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There's a really good A/E one over at gwonline.net (I'm using a build just like it and was about to post it but someone beat me to it *lol*).

It uses Blinding Surge to blind (my variation used Ash Blast after Entangling to blind, but Blinding Surge is definitely superior as it is more spammable *recharges in 4 seconds* and doesn't require that the target be knocked down to blind) and Deadly Paradox to speed up the recharge times of all the Deadly Arts spells and signets. Pretty spammable, especially with the right equipment, and it does kill.
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