Signet Of Malice

Signet Of Malice

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Posted by: NinjaEd.3946

NinjaEd.3946

Before I start, I have NOTHING against the healing on hit it offers. Many builds can utilize this greatly and it is an awesome passive. But that active on the other hand….

Signets all work the same way. Use the active and until the cd is over the passive is on break. Now Signet of malice passive soo greatly outweighs the use of the active that we might as well get an option to “never use” skill with Alt+right click or something. The heal is too dang low, and thats all it offers. Now just upping the heal isn’t fair to other healing skills since they are supposed to be the higher heals, however there are ways to be crafty with it. BTW I’m aware elementalists have a healing skill on spell use, however I’m not a common ele player in any way so maybe they need that skill reworked as well, but idk..

Some options, not all at once need to be added but simply ideas:

-Maybe just increase how it scales off healing power. Not the best fix but its an option.

-Make it grant a boon such as regeneration for X seconds afterwards. That way you know you’re still getting healing even if its much smaller than the passive. Doesn’t have to last the entire cd, but 5 6 maybe 7 seconds of regeneration to keep a little healing going.

-Lower cd, again not pretty but it’s an option. By the time we use the active, if at all, those 15 seconds of agony pull us down and we are usually forced to retreat or stealth away. Strange that an active on a heal makes you need to back away…

-Instant heal (no cast time)+ smoke cloud for 2 seconds at your casting location. Gives you the edge for an instant blind and smoke cloud allows you to stealth away. Heal amount would stay the way it is, but removing that pesky cast time and an alternative to cloaking away/protecting yourself for 2 seconds with blind would be more than enough (maybe too much tbh, but again an option.)

-Make it break stun. Thieves have a ton of these already but again, this signet active needs something. And its only an option.

-instead of a small burst heal, next strike heals you for a good amount. It would work like a venom, you miss, you lose the effect. Since it is risky to use now more than before, the heal could get a base increase without getting out of wack. If it behaved like a venom would probably be best if it was instant cast too but thats not the main idea for this option, so not necessary.

I’m sure others have had their suggestions for this in the past but this active is weak sauce compared to the passive. The one and only time I have used or even considered using the active is if I won a fight against a condition build and need that short heal so that I don’t get downed while running away. Otherwise, it just is left alone. Maybe many believe the active is fine the way it is, thieves don’t need to be more OP.. Well that’s your opinion then, we are all entitled to it.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

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Posted by: Durzlla.6295

Durzlla.6295

I think the best suggestion i saw for it was make it so when you activate it you get 50% more healing TOTAL over your next 3 attacks, and it also applies poison on those attacks.

I thought it seemed fitting, and it’d kinda make it quite a bit more useful than the active is now, and it’d fit the theme of the signet, and it could be used as a sort of “counter heal”

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Jonny.9370

Jonny.9370

I think the signet passive is for longer fights(dungeons) where the constant healing would be better than the single instant heal from withdraw/HiS. The signet use is probably meant to be an “oh kitten” button for instances in which you took a little too much damage and need some sort of quick hp boost to gtfo.(withdraw is better at this anyway though).

I personally haven’t used the signet since like september when I first unlocked it and wanted to try it out, so I’m probably wrong about it lol.

(edited by Jonny.9370)

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Posted by: ensoriki.5789

ensoriki.5789

Only qualm I had was the zero cont removal. No thanks brah.

The great forum duppy.

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Posted by: Liewec.2896

Liewec.2896

same issue with warrior Healing Signet, the passive ticks for 200 every second,
the active effect is a 3,3k heal, PUNY.
by activating that 3,3k heal you lose the passive effect which would healed you for 4000 over the 20 second cooldown.
so activating it will actually reduce the healing you get…

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Posted by: NinjaEd.3946

NinjaEd.3946

I think the signet passive is for longer fights(dungeons) where the constant healing would be better than the single instant heal from withdraw/HiS. The signet use is probably meant to be an “oh kitten” button for instances in which you took a little too much damage and need some sort of quick hp boost to gtfo.(withdraw is better at this anyway though).

I personally haven’t used the signet since like september when I first unlocked it and wanted to try it out, so I’m probably wrong about it lol.

The thing is to use Signet of Malice you must understand what counts as a “hit”. For example, I bet most don’t know every enemy hit by the SB 4 skill counts as a “hit” therefor if you have 3 enemies in that circle, you get 3 ticks of heal 3 times (poison field ticks 3 times). Same for caltrops, and LOL at dagger storm with it.. Point is, the passive is amazing, for the offensive builds. But the active needs to be redone. Same for warrior apparently (i dont use warrrior really so can’t comment on that signet) and possibly same for elementalists.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Durzlla.6295

Durzlla.6295

After looking at the healing signets it looks like the active is meant for when you ABSOLUTELY NEED that burst of healing, IE you’re being focused and just can not get the healing you need to stay in the fight without popping it sort of thing.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: NinjaEd.3946

NinjaEd.3946

I dont mind the small burst heal, although I hardly find it reasonable to use that burst heal and remain in combat as the passive is much stronger. What I mind is, well what I basically just stated, the passive is much stronger. I don’t want a nerf, some builds do aweful with them, others can utilize them really well and I hardly see any spvp players use them anyways (must not be their cup of tea). Maybe the warrior and Elementalists of pvp/pve would like an improvement on their healing signets as well but for thief, I can firmly state the active is next to useless.
Simply increasing the heal to match other healing skills, would be completely unfair and unbalanced. But there should be more to this active than a 3-4k heal and then you must wait 15 seconds before you can safely enter combat once more. Not to mention its a weak heal + cast time. It is likely to get you killed for using that active than it is to throw down caltrips/poison aoe/ dagger storm.

Again, the passive is fine imo and I don’t feel like it needs any change whatsoever, its the active that bothers me

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

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Posted by: Vgman.4019

Vgman.4019

After looking at the healing signets it looks like the active is meant for when you ABSOLUTELY NEED that burst of healing, IE you’re being focused and just can not get the healing you need to stay in the fight without popping it sort of thing.

Theres a problem with that to though.

Most of the time when you are forced to use your healing trinket the damage that you heal for is dealt to you during the time your spending to activate it meaning it only really buys you maybe 1-2 seconds of life? (and thats even when in bunker spec). I agree that healing signets in general could use some looking at just remember to be careful with em, because as it stands they are actually pretty good for a passive ability you don’t need to monitor.

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Posted by: NinjaEd.3946

NinjaEd.3946

After looking at the healing signets it looks like the active is meant for when you ABSOLUTELY NEED that burst of healing, IE you’re being focused and just can not get the healing you need to stay in the fight without popping it sort of thing.

Theres a problem with that to though.

Most of the time when you are forced to use your healing trinket the damage that you heal for is dealt to you during the time your spending to activate it meaning it only really buys you maybe 1-2 seconds of life? (and thats even when in bunker spec). I agree that healing signets in general could use some looking at just remember to be careful with em, because as it stands they are actually pretty good for a passive ability you don’t need to monitor.

How are the warriors/elementalists healing signets? Just curious. And I agree, they are great not having to monitor them, but still the way malice is atm might as well disable the ability to active it since it just authorizes the death and a respawn timer in pvp.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Vgman.4019

Vgman.4019

After looking at the healing signets it looks like the active is meant for when you ABSOLUTELY NEED that burst of healing, IE you’re being focused and just can not get the healing you need to stay in the fight without popping it sort of thing.

Theres a problem with that to though.

Most of the time when you are forced to use your healing trinket the damage that you heal for is dealt to you during the time your spending to activate it meaning it only really buys you maybe 1-2 seconds of life? (and thats even when in bunker spec). I agree that healing signets in general could use some looking at just remember to be careful with em, because as it stands they are actually pretty good for a passive ability you don’t need to monitor.

How are the warriors/elementalists healing signets? Just curious. And I agree, they are great not having to monitor them, but still the way malice is atm might as well disable the ability to active it since it just authorizes the death and a respawn timer in pvp.

The elementalist one isnt that great but you would have a hard time buffing it considering how incredibly strong the bunker build for ele already is. (they can also pick up a trait in their tough tree that lets them keep passives after being used)

As far as the warrior one goes… its not the best heal but its definitly the easiest to use since its passive. I think its going to be something like 500ish ticks every 2-3 seconds or so. Hps wise its pretty low and could definitely stand some buffing on both the passive and active effects. Of all the heal sigs thieves definitely have the best.

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Posted by: NinjaEd.3946

NinjaEd.3946

Well I do know that ele don’t have to fully spec healing power and their healing skills do generally well. I think (now this is just going off the knowledge of ele I know from friends/wiki/etc) a D/D or S/D ele if they constantly spammed skills could do well, however that also raises the question, do the skills have to hit something or just be used? Even though the skill is intended towards offensive builds, it kind of forces the ele to constantly have to switch attunements just to keep the heals coming when they may want to stick with water for a bit to support allies or stick with fire for the bonus dmg traits/runes but idk. Maybe some ele can utilize it well while others see no point to it, its the same for Signet of Malice.
That warrior signet does sound fairly weak but how well does it scale off healing power? Maybe all it needs is higher scaling for those who are willing to put a lil healing power on (sounds silly, but thats all I can suggest for them as idk warrior healing enough).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Vgman.4019

Vgman.4019

Well I do know that ele don’t have to fully spec healing power and their healing skills do generally well. I think (now this is just going off the knowledge of ele I know from friends/wiki/etc) a D/D or S/D ele if they constantly spammed skills could do well, however that also raises the question, do the skills have to hit something or just be used? Even though the skill is intended towards offensive builds, it kind of forces the ele to constantly have to switch attunements just to keep the heals coming when they may want to stick with water for a bit to support allies or stick with fire for the bonus dmg traits/runes but idk. Maybe some ele can utilize it well while others see no point to it, its the same for Signet of Malice.
That warrior signet does sound fairly weak but how well does it scale off healing power? Maybe all it needs is higher scaling for those who are willing to put a lil healing power on (sounds silly, but thats all I can suggest for them as idk warrior healing enough).

I believe the ele one works each time they cast a spell rather than hit with a spell but not 100% on that. As for the war one it doesn’t scale very well with healing power and just ends up falling short. The amount it dose do would be fine if we had other built in defenses but we simply don’t. Wars have plenty of issues though and heres hoping that some of em get resolved in febs big patch.