Mesmer: Signet of the Ether
There’s only one passive effect with signet of the ether, and removing it would make it not a signet at all. It’s supposed to be meant for (semi)passive sustain, based on how well you are able to keep illusions up and active.
There’s only one passive effect with signet of the ether, and removing it would make it not a signet at all. It’s supposed to be meant for (semi)passive sustain, based on how well you are able to keep illusions up and active.
Very much like the Warrior’s Healing Signet that has better HPS without any preconditions and never really want use their active. ;-)
Very much like the Warrior’s Healing Signet that has better HPS without any preconditions and never really want use their active. ;-)
YOU DID NOT JUST COMPARE HEALING SIGNET WITH OTHER SIGNET HEALS! HOW DARE YOU!!!!!!!!
later. It doesn’t care that I’m there.”
Very much like the Warrior’s Healing Signet that has better HPS without any preconditions and never really want use their active. ;-)
YOU DID NOT JUST COMPARE HEALING SIGNET WITH OTHER SIGNET HEALS! HOW DARE YOU!!!!!!!!
Sorry, I’ll be quiet now, go to my corner, FOTM reroll Warrior and think I’m pro. ;-)
signet of the ether could use some quality of life changes though.
currently it is as follows:
Passive: Gain Health every few seconds, based on the number of active illusions you control.
Active: Heal yourself and refresh all phantasm skill recharges.
Healing: 5,560 (0.85)?
Passive Heal—1 Illusion: 340 (0.045)?
Passive Heal—2 Illusions: 660 (0.085)?
Passive Heal—3 Illusions: 980 (0.125)?
Interval: 3 s
via http://wiki.guildwars2.com/wiki/Signet_of_the_Ether
i propose the following one:
Passive: Gain Health every second, based on the number of active illusions you control.
Active: Heal yourself and refresh all phantasm skill recharges.
Healing: 5,560 (0.85)?
Passive Heal—0 Illusion: 120 (0.015)
Passive Heal—1 Illusion: 170 (0.020)
Passive Heal—2 Illusions: 220 (0.030)
Passive Heal—3 Illusions: 330 (0.045)
Interval: 1 s
make it such that it ticks every second instead of per 3 seconds.
the mesmer will be easier to spot then since the health will be keep on increasing steadily.
also, please do give the poor mesmer some passive healing when the mesmer has no illusions at all.
Signet of the Ether
1s cast / 25s recharge
Passive: Gain Health every second, based on the number of active illusions you control.
Active: Heal yourself and refresh all phantasm skill recharges.
Healing: 5,000 (0.1)
Passive Heal—1 Illusion: 125 (0.0025)
Passive Heal—2 Illusions: 250 (0.005)
Passive Heal—3 Illusions: 500 (0.01)
I propose the above. It’s hard enough to maintain illusions as it is (let alone three of them) in most situations. 5K healing @ 20s recharge (traited) on the active is still less than Ether Feast but more than Mirror (since it also has a longer recharge than Mirror).
Even with the above changes, due to its situational maintenance-required passive and still humble active, this skill wouldn’t be decidedly superior to the Mesmer’s other options, but it would become strong enough to use generally and outside of its current pigeonholed application. That said, I don’t agree with the passive working without having any illusions up; this isn’t Healing Signet.
(edited by Velimere.7685)
s
also, please do give the poor mesmer some passive healing when the mesmer has no illusions at all.
I would be ok with this if the healing they get for 0 illusions is removed from Warriors’ Healing Signet and given to Signet of the Ether.
100 base HPS for no illusions, while Healing Signet gets its passive reduced to 300 HPS. Sounds reasonable.
I’d rather see something which doesn’t basically mirror elements of Ether Feast.
At the same time, the new heals are all somewhat about offence, so we need to keep that.
Signet of the Ether
When your illusions attack and you are in range of the target, you siphon some of the energy release and heal.
Range: 1200
Cooldown: 1s
Heal: 170
Active: Recharge your phantasm cooldowns and heal yourself.
Cooldown: 30 seconds
Heal: as now