Signet of the Locust runspeed buff
+1 that way i dont have to run warhorn and spectral walk to constantly keep up swiftness and just use the signet which i would prefer for roaming.
where are you guys reading about those buffs?
The signet’s cd would still be a big detriment, personally I don’t think the active warrants such a long cd.
Well, that might go against developer intentions or something about Necromancers not supposed to be the class that can escape easily.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
Well, that might go against developer intentions or something about Necromancers not supposed to be the class that can escape easily.
what you did there, i see it.
Well, that might go against developer intentions or something about Necromancers not supposed to be the class that can escape easily.
Well then make this signet better in other aspect.
Like slowing people around you for 25% speed. :P
Server : Anvil Rock (Since Release!) [SOLO]
Slightly tangential, but does this signet stack with other speed altering abilities? I tried using this signet in conjunction with the major trait that improves speed with daggers and noticed no effect.
Don’t worry we wouldn’t leave you behind. Locust is getting improved as well.
Same for Signet of Air? :P
Why not, Signet of Air needs it too
Unpossible!
Though, to be honest, I don’t think SoL should be on par with the ‘Adventurer’ profession signets — speed is supposed to be their niche, not ours.
Frankly, there are so many other “easy” issues (ie. I do not think minion AI isn’t an easy fix for them) that I’d prefer to see fixed — specifically that our ‘minor’ traits are by far the worst of any profession, both in terms of utility, enjoyment, and affect on playstyle. Aside from Last Gasp and Furious Demise, they are rather underwhelming (and the buff to Gluttony, whatever it is, probably will still leave this group underwhelming).
<The Undead Lords>
Since 1994 – undeadlords.net
That’s really nice, I always felt the 10% movement increase to be very lacking. :P
Locust with a buff? This would be great!
Could the activation of Locus be more ballenced
90 sec cool down for a 800 heal, is pathetic
it needs to be more like 60 sec cooldown and heal for 4k
and no that wouldnt be overpowered, many many many classes can heal 10k with just their heal skill
warrior and gardian and theif all outheal a necro (not to mention ele also)
Could the activation of Locus be more ballenced
90 sec cool down for a 800 heal, is pathetic
it needs to be more like 60 sec cooldown and heal for 4k
and no that wouldnt be overpowered, many many many classes can heal 10k with just their heal skill
You do realize that it is a 60 second cooldown right now, right?
Speaking as a mesmer: I’m happy that those signets are getting buffed but I’m a little bit worried for my own mobility. I was lagging behind everyone already (even when using Focus 4 with cd reduction from the inspiration trait line). Can we have some swiftness passive added to one of our skills as well (mantra/signet)?
I feel pretty much every class should have a speed signet realy, avoids forcing you to use certain weapons in WvW that you Don’t like, which goes aganst what GW2 is.
When you compare the active of our signet to other classes movement signet, I think we are getting a pretty good deal. This makes having a signet heavy build more appealing now.
As it is, thieves almost never remove Signet of Shadows from their bars anyway. Seems like that needs a nerf, and the new buffs need to be revoked. Why encourage less skill variety?
As it is, thieves almost never remove Signet of Shadows from their bars anyway. Seems like that needs a nerf, and the new buffs need to be revoked. Why encourage less skill variety?
you don’t need to use the skill though… i know i’m going to continue to not even buy sig of locust on my necro, it just has no place in my necros play style which is essentially just the whole “You don’t escape death” sort of thing (IE chill, chill everywhere!!)
As their mother, I have to grant them their wish. – Forever Fyonna
Yes…. Both of my fav classes (Necro, Ranger) getting some love. TY JonPeters you are a God among apes!
So all classes with movement signets are getting them buffed to 25%? Is that really necessary?
With the ranger I think it is not because rangers move too slow, but because that signet is pretty worthless (as are the rest of ranger signets) as it is. Are the other classes movement signets (counting active effects) as bad off?
If we’re going this route, why not just remove movement signets and buff all movement in the game an additional 25%?
ooooOOOooo
Quaggan likes this.
Signet of Locusts may longer be pooooo.
Why not, Signet of Air needs it too
Could I convince you to throw some of that love to Warrior’s Sprint as well?
Why not, Signet of Air needs it too
Could I convince you to throw some of that love to Warrior’s Sprint as well?
What for? You can get perma-swiftness.
Since we are talking about speed here, Spectral walk is bugged not sure if mentioned before.
If you have another skill on cooldown and u switch an available utility for spectral walk, spectral walk will copy the other skill cooldown, this has happened to me with signet of undeth, only to switch my nice and ready to go utility to spectral walk on like a 120 sec cooldown im like damnit, now I have 2 skills on a long cd.
Fix pls.
Retired Until Expansion or Meaningful Content is Released.
Could the activation of Locus be more ballenced
90 sec cool down for a 800 heal, is pathetic
it needs to be more like 60 sec cooldown and heal for 4k
and no that wouldnt be overpowered, many many many classes can heal 10k with just their heal skillwarrior and gardian and theif all outheal a necro (not to mention ele also)
I understand why, when JP said when we master DS it will be OP. It’s just that you’re all far too stupid to understand mechanics and/or test things properly for this to ever happen. Please leave these boards, its already on a 60s CD and can heal 4k. With yours it can be 20k. Yes, totally not OP considering how bad a player you probably are.
Im fine with classes wasting a spot for a 25% movebuff, as long as it does not improve combat movespeed and has a relatively crap active state.
Could the activation of Locus be more ballenced
90 sec cool down for a 800 heal, is pathetic
it needs to be more like 60 sec cooldown and heal for 4k
and no that wouldnt be overpowered, many many many classes can heal 10k with just their heal skillwarrior and gardian and theif all outheal a necro (not to mention ele also)
I understand why, when JP said when we master DS it will be OP. It’s just that you’re all far too stupid to understand mechanics and/or test things properly for this to ever happen. Please leave these boards, its already on a 60s CD and can heal 4k. With yours it can be 20k. Yes, totally not OP considering how bad a player you probably are.
Im fine with classes wasting a spot for a 25% movebuff, as long as it does not improve combat movespeed and has a relatively crap active state.
lol this guy
Rerolling necro, a speeding tank now
Eh, I hope Locust isn’t simply buffed to 25%. I already have perma-swiftness on my build and I don’t like the idea of every class having almost the same signet. They could do more with it than a simple speed change IMO.
I already have near-constant swiftness with spectral walk and warhorn5. It’s cool that its getting buffed, but… 25%? Swiftness is 33%. Unless they stack, this kind of defeats the purpose of swiftness.
Maybe like 15%? Then its half of swiftness. It would provide a sizeable speed increase, but swiftness would still be useful
If it applied in combat that would great, last i checked on signets which has been ages, the speed buff does not work. So its still pointless for me to have on my bar like the other signets are besides the rez one and that is only used in instances not in wvwvw often.
If it applied in combat that would great, last i checked on signets which has been ages, the speed buff does not work. So its still pointless for me to have on my bar like the other signets are besides the rez one and that is only used in instances not in wvwvw often.
I’ve seen this debated over the Thief’s Signet of Shadows. Yes, the speed buff works in combat. You always slow down once you enter combat, but you still receive the speed boost. So you still move at 125% the standard speed, it’s just that in combat forward speed is significantly slower than out of combat forward speed.
It’s pretty obvious, and nobody’s impressed.
Dang, I like Spectral Walk because it also has a stun break. I guess i’ll just use Sig of Locust for pve roaming and Walk for dungeons. Or heck i’ll equip both for those times I need to skip over half a dungeons worth of mobs.
What is the design decision behind giving some +25% runspeed, others +10%? I mean, you seem generously buffing signets to +25%, but what is the reasoning for the increased “need for speed”?
i think 25% is a bit overkill. 15%/20% wouldve been enough.
even better than the actual change to locust/air/that-ranger-signet are all the whining thieves, who complain how everything is now ruined forever and for everyone
Gunnar’s Hold
(edited by RashanDale.3609)
I’d rather make my enemy slower than be faster myself. Lower casting times/CD’s and larger duration in chills we have its the way to go. That makes a difference between classes with the same effect.
Currently SW + LS( wh5) give us perma swiftness, other well known changes are required before this one.
Could the activation of Locus be more ballenced
90 sec cool down for a 800 heal, is pathetic
it needs to be more like 60 sec cooldown and heal for 4k
and no that wouldnt be overpowered, many many many classes can heal 10k with just their heal skillwarrior and gardian and theif all outheal a necro (not to mention ele also)
Well of blood heals for 14365 on one of my builds. I don’t think any other class can approach that with their 6 skill. With a 32s cooldown, that’s 449 health per second. Add permanent regen for another 303. Necros can definitely outheal everything except engi and maybe s/d ele.
(edited by Mammoth.1975)
Why not, Signet of Air needs it too
elementalists already have too much mobility…
I love the idea of the signet speed boost. 10% was negligible and the active wasn’t good enough to take it on its own so it was rarely (if ever) used. Now it has a reason to find a slot on my skill bar.
Alternatives are always appreciated. As it was I felt like I was forced to use either warhorn or spectral walk (and usually both!), now if I want to replace one or the other, I have a backup option for mobility.
I feel pretty much every class should have a speed signet realy, avoids forcing you to use certain weapons in WvW that you Don’t like, which goes aganst what GW2 is.
oh god, yes. in that case i’d ditch my horn and find a focus already!
Don’t worry we wouldn’t leave you behind. Locust is getting improved as well.
Glad to hear it. Now how about making it more rewarding to activate all signets?
And I don’t just mean a CD tweak, how about reworking the actives to fit the passives (and this goes for all classes).
For example: Locust is about running fast. How about the Active gives me 15 seconds of Swiftness and X seconds of stability.
How about for Guardians, Signet of Wrath passive is currently +Condition damage, how about Active: double that Condition damage for x seconds and your next x swings cause Burning and Blindness.
A creative overhaul to some pretty boring skills, along with a numbers tweak.
Don’t worry we wouldn’t leave you behind. Locust is getting improved as well.
Glad to hear it. Now how about making it more rewarding to activate all signets?
And I don’t just mean a CD tweak, how about reworking the actives to fit the passives (and this goes for all classes).For example: Locust is about running fast. How about the Active gives me 15 seconds of Swiftness and X seconds of stability.
How about for Guardians, Signet of Wrath passive is currently +Condition damage, how about Active: double that Condition damage for x seconds and your next x swings cause Burning and Blindness.
A creative overhaul to some pretty boring skills, along with a numbers tweak.
I agree with making signet actives more fitting with their passive effects, but you need to remember that signets should have “toned down” actives compared to common utility skills.
My issue is with any signet designed with an active that warrants a long cooldown, since that really beats the point of a passive effect while the ability is on cooldown.
Especially when those actives aren’t even worth that long cooldown, like 3 of our 4 signets.
More importantly, with this buff look how much more useless this: http://wiki.guildwars2.com/wiki/Quickening_Thirst, becomes.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
More importantly, with this buff look how much more useless this: http://wiki.guildwars2.com/wiki/Quickening_Thirst, becomes.
I completely forgot about that trait kKagari.
while i’m really pleased i wont have to keep spamming warhorn and spectral walk to gt around at speeds faster than a snail (and i am grateful!)
i do feel that in a game where you only get to 4 slots for bonus skills, having 1 slot reserved for just running around really takes us down to 3,
run speed is a necessity!
i see where you’re going with them, its a utility, we need to make choices and sacrifices, but it still feels like the run speed is invaluable! and changing it out for anything will feel slooooow
Great changes, thanks Devs! : D
Us cold, creepy Necros need love too. > w <
Thanks for the effort Anet, but Necros didn’t need movement speed.