So I’ve noticed that most rangers seem to be taking Signet of the Hunt into dungeons.
Now here’s the thing. I’m OK with seeing people not playing the meta. Using a greatsword instead of a sword? That’s fine. Wanna try a condition build? I won’t be mad at you. I’m not bringing this up to judge anyone based on their build. This thread is not meant to discuss speed running, it’s meant to debate the viability of SotH in dungeons.
The reason I’m focused on SotH isn’t only because it’s common, it’s because I feel it’s under-performing in this particular content.
I get it. It’s great for open world PvE, especially if you’re using a GS. You can’t keep swiftness up permanently so the signet helps you get around faster. Faster = more fun. It also helps you keep up with zergs and commanders. I use the signet all the time in sPvP as well. However, here’s why I never use it in a dungeon:
- Many groups have swiftness up pretty much permanently. If they don’t, there’s no reason for me to be faster than the rest of them.
[HOWEVER] As Tragic Positive may be implying in a response to this thread. There may be cases in hardcore groups where you might want to swap to this signet before a running part.
I would argue that you’d want to switch off of it as soon as the run was over. I prefer to use a warhorn to give everyone swiftness.
- The active damage boost from this signet only applies to one hit. In order to get a DPS boost from it, you have to time it with Maul.
- It doesn’t break stun.
Now I rarely see rangers actually activate their signets. So they have equipped a 25% speed boost and they aren’t thinking about increasing their damage effectiveness by activating it. I used to do the same thing. Though I have found the following skill(s) more fun and more effective.
Here’s a better skill that even new players are drawn to: Quickening Zephyr
QZ breaks stun. This will save you more times than the 25% speed boost from Signet of the Hunt. QZ also gives you quickness. Now here are the great things about quickness:
- If you have a party member downed in a dangerous area, quickness can rez them up before things get bad.
- Quickness, unlike Signet of the Hunt’s 150% boost, applies to multiple hits.
- The 6 second duration of quickness encompasses most of the active duration of Signet of the Wild increasing your DPS by 87.5% for 6 seconds. (That’s what happens when you multiply a 25% damage increase when it hits 50% more times.)
- If you’re using Rampage as One, your pet will get more hits in during quickness and stack more might for you.
- [HOWEVER] Another thing I inferred from Tragic Positive’s response is that there may be a case where QZ becomes completely useless in hardcore dungeon runs. If your group has a mesmer with a well timed Time Warp that encompasses a boss’s entire life span.
At this point I would still steer away from the SotH maul combo because you’d likely get more DPS from using that quickness to get off a quick LB barrage+rapidfire before switching back to sword+offhand.
So you’re saying, “Wait a minute on that third one, Signet of the Wild and QZ are only 2 skills, wouldn’t adding Signet of the Hunt as my third skill increase my DPS?”
It would indeed increase your DPS. However, Frost Spirit increases the DPS of your entire party by 3.5% untraited. All five members of your party get this 3.5% boost. If you factor the damage boosted from FS into your personal damage (because that damage would not have been done if you weren’t there) the number is actually closer to a raise in effectiveness of 17.5% (more if the people in your party are high damage and less if they are low damage).
Frost Spirit is not always up, but you can time it to apply to all of the important boss fights.
TL;DR
I can’t really find a good reason to bring Signet of the Hunt into a dungeon, but it’s still very common.
If you’re activating the signet for a damage boost, that’s a good thing. It shows you’re putting effort into using your skill bar to increase your dungeon effectiveness, but:
There are better skills available.
NOTE: If you’re interested in improving your ranger build, scroll down a little bit to see how the cascade effect causes these small damage % boosts to really shine.
If you have a counterargument to anything above, please speak up. We’re here to talk about Signet of the Hunt in dungeons.
(edited by DarkWasp.7291)