Here’s my analysis on each signet and glyph( utilities, the healing ones are good as they are):
1) Signet of fire
-Active effect= Pointless as a single condition can be easily cleansed
-Passive effect= Too low crit chance bonus
-Cooldown= Reasonable
—My suggestion= Increase direct dmg to 1k dmg at 1600 Power, leave burning as it is; the passive effect should be 10% crit chance increase and reduce activation time by 1s
2)Signet of earth
-Active effect = quite useful, it’d be great if our burst build would get polished
-Passive effect= Good as it is, no complaints
-Coolddown=Reasonable
—No need to improve it
3)Signet of water
-Active effect = Good for me
-Passive effect= terrible, too dependant on luck
-Cooldown= Reasonable
—My suggestion= It should remove 2 conditions every 10s
4)Signet of air
-Active effect= Would change it, but the current one can become useful
-Passive effect= Great for a signets user
-Cooldown= Reasonable
—My suggestion= Change the active effect to a 2s daze, single target, the activation time is good for me( it’s less than signet of fire)
5)Glyph of lesser elementals
—My Suggestion= Barely useful at the first levels of PvE let alone PvP, the summoned elementals should really scale with the stats of the user and we should be able to use the special attack on command, if necros can it means the code already there and can be easily paste and copy in the glyph main code( in C++ is absurdely easy to do that) so no reason for Anet to deny us, I don’t find anything OP in allowing us to, for example, use the nova attack of the fire elemental, once evry 15-20s
6)Glyph of storms
—My Suggestion= Very useful and I used it both in PvE and PvP especially the earth version which is great, said so the dmg scale terribly and should be increased, furthermore secondary effects should be added to the fire and air version also; add cripple to the fire version and weakness to the air version, finally all elements except earth should be able to hit the targets more frequently( same problem as with meteor storm, which also suffer from this problem)
7)Glyph of renewal
— No comment= It’s as much useful as signet of undead and illusion of life
8) Glyph of elementals [elite]
—My Suggestion= same problem as with the lesser version, not only the elementals don’t scale in pow/tough/vit witht the user but also we cannot dictate when they gonna use their main attack/ability, again I don’t think would be OP to allow us to fully control our elementals and see them able to scale accordingly to our level of power( a fire elemental summoned by a glass cannon ele should means assured death for the enemy like an earth elemental summoned by a tank ele should means big troubles)
9) Glyph of elemental power
—My suggestion= it’s the most useless utility in the ele arsenal, a bad design choice which could be easily fixed by allowing the crit chance of each condition to scale with crit chance of the user, this would means that an ele would finally be able to fully utilise the rabid amulet ( prec/tough/cond), but if left as it is..no ele would ever use it
What are your thoughts regarding signets and glyphs? Would like to see any changes?