New Signets from Old Spirits

New Signets from Old Spirits

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

So, I was musing about signets on the other topic and thought that the water spirit and nature spirit would be good candidates for changing to signets as they are rarely used. If we had 5 signets, we could have a killer build with them, but currently there is no support element to them. Here’s my idea, refined a bit from the other post.

Water Signet; Passive: You and your Pet are healed for X health when either of you attack. Active: You, your Pet and allies are healed for X health. 15s CD.

So, quite similar to Signet of Malice but with some team support. Having a shorter CD on the active lets it synergise with our Beastmaster’s Might trait nicely, for the might and OS, the heal can be balanced around that.

Nature Signet; Passive: Your pet gains +100 to all attributes. Active: You, your pet and your allies gain Xs of Resistance. All allies are healed for X per second. Xs duration. 60s CD.

So, doesn’t actually cure the conditions, but gives you and team mates a reprieve from the damage and a heal-over-time. I would make it an effect that is around the Ranger and not placed upon the players. Passive is pretty nice imo.

Any thoughts, comments or other ideas?

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I like the Water Spirit suggestion to be similar to Signet of Malice, Spirit of Nature signet still seems rather weak. Personally, I liked Spirit of Nature’s ability to res downed allies and the passive group health regen.

Maybe change it to the passive bonus grants the pet to give the hp regen to nearby allies (but not itself) while it’s alive and/or the signet is not on cooldown. Would give the pet more significance to keep it alive or have it killed on the battlefield than +100 stats.

Maybe go as far as add a passive bonus for the ranger only, something with more support and what Anet is trying to push, like +10% outgoing heals so our healing spring and blasts are more effective.

Change to active to automatically revive the pet and up to 3 nearby allies within X radius, granting X seconds of resistance for the player, pet, and nearby allies. Seeing how Mesmers have a signet that can replenish their shatters, the elite signet could act similar in instances where both pets have been defeated. Cooldown for these abilities should be upped though, like around 180 second mark.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

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Posted by: Ehecatl.9172

Ehecatl.9172

I’d rather keep them as spirits. Signets are pretty boring, and spirits are very unique to the ranger.

We’ll just have to wait and hope that the spirit redesign makes these skills more appealing to use.

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Spirits are unique but pretty boring as well. You set them there and continue on as usual. I’d much rather see the Water Signet as Heimskarl proposed so Rangers can have something useful vs whatever Anet has planned (if any) for Water Spirit.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Spirits are crap no matter what because they are (will be) either stationary in a game that requires lots of movement or they are killed nigh instantly. Even if they redesign them completely and the skills are awesome, the fact they are spirits and can be killed (easily) will mean they see niche use at best. As a signet that functions in near the same way, they can actually be used for a build.

The heal on the spirit of nature is not a passive heal, you need to use the skill to get it. I would make that part of the signet exactly the same, just balance it around a 60s CD. If you reduce the duration and CD by 3, that would be 20s per minute of 320hp/s heal for the party. Rather strong. Which is why I left out the revive, because its hard to get it to work anyway and left the passive at that. I also really really hate skills that have a long CD such as the Nature Spirit, they should all just have the durations and recharge reduced by at least half. 3 minutes is far too long.

Actually, you couldn’t leave it exactly the same, it would have to be toned down a bit because you can’t kill it off and you also get the recharge reduction with Beastmaster’s Might. If you take the recharge into account, the heal should be brought down to 250hp/s, but that is pretty great.

(edited by Heimskarl Ashfiend.9582)

New Signets from Old Spirits

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Ah, I see. Hrm, in that case, I’m all up for it. Especially for the Water spirit change into the signet. I cannot praise that idea enough because kitten is that thing useless as kitten in its current state.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

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Posted by: Elorna.5329

Elorna.5329

The main reason I take nature spirit is for the possibility of a self res in SPvP (not so reliable since the patch where they can get CC-ed), and for some PuG dungeon runs where I expect at least one or two downed, and more conds than just healing spring can handle. The regen itself is nice but only an afterthought. Removing the res as per the OP suggestion would be a big deal.

The greatest freedom is the freedom not to get involved.

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Posted by: cafard.8953

cafard.8953

For a second, i read that thread title as “Signet of Spirits”. keeps dreaming

Olaf Oakmane [KA]
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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

The main reason I take nature spirit is for the possibility of a self res in SPvP (not so reliable since the patch where they can get CC-ed), and for some PuG dungeon runs where I expect at least one or two downed, and more conds than just healing spring can handle. The regen itself is nice but only an afterthought. Removing the res as per the OP suggestion would be a big deal.

I get what you are saying, it CAN be ok, but how many people use it in its current form? I bet its a tiny tiny percentage of Ranger elite skill usage. To lose the rez will affect very few things, if it became a signet with a lower CD, it would be vastly better imo.

I’d lose the rez ability in a heartbeat if I got Resistance + a 250hp/s (party) heal that I can put up for 20/48s and also get an Opening Strike, 3 might and also had a passive that buffed my pet stats.

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Posted by: cafard.8953

cafard.8953

Spirits are crap no matter what because they are (will be) either stationary in a game that requires lots of movement or they are killed nigh instantly.

Well, we need a Summon Spirits skill basically. I’m insanely underwhelmed by the idea of the Druid, but if it turned out to be a Ritualist secondary, that’d change everything.

Olaf Oakmane [KA]
Save the Bell Choir activity!

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Posted by: Aerathnor.8305

Aerathnor.8305

Change the water one so the active gives you a burst heal but you and your pet lose the ability to regen on attack, allies still gain the heal on attack.

As it stands you’re not really losing much on activation and the duration of the active would have to be painfully low (5s or so) which still only leaves you with 10 sec of no healing. If you get a burst, but lose all other healing, you could make the group buff last 10s or even 15s (the full cd) where you basically sacrifice your own sustain to grant group sustain.

Just some thoughts on it

(edited by Aerathnor.8305)

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

…if it turned out to be a Ritualist secondary, that’d change everything.

That would be pretty great! Signet of Spirits then too?