(edited by Zacchary.6183)
Will you be using signets more?
yes, in pve i use the power and the precision ones and SR
the extra 180 power is surprisingly effective the lower power you have (the signet worths more), so it’s not very good for berserker builds
180 with 3200 is one thing
180 with 2400 is another (more efficient)
I just wanna know. With the buff to Signets of Power, I would think signets would be the way to go to enhance damage. I definitely use SoM, SoA and SoS on my build and i like combining Signet Use and Signets of Power just to make my signets even more awesome.
So, with the current buff to Signets of Power will you be using them more?
First of all, Signet of Power DID NOT get buffed. It was 10s duration originally.
Second, the cooldowns on the signet is just too long to be worth it
Lastly, the activated effects are lackluster and not worth losing the passive effect.
Even when Signet of Power was just 5s duration, the only use of this Trait is to stack Might before killing something in 5s. Extending the duration doesn’t really change this because after delivering the killing blow, the Thief is a sitting duck without defensive utility skills and it’s not healthy to stick around for another 5s.
TL/DR; The “buff” didn’t really buff anything.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I just wanna know. With the buff to Signets of Power, I would think signets would be the way to go to enhance damage. I definitely use SoM, SoA and SoS on my build and i like combining Signet Use and Signets of Power just to make my signets even more awesome.
So, with the current buff to Signets of Power will you be using them more?
First of all, Signet of Power DID NOT get buffed. It was 10s duration originally.
Second, the cooldowns on the signet is just too long to be worth it
Lastly, the activated effects are lackluster and not worth losing the passive effect.
Even when Signet of Power was just 5s duration, the only use of this Trait is to stack Might before killing something in 5s. Extending the duration doesn’t really change this because after delivering the killing blow, the Thief is a sitting duck without defensive utility skills and it’s not healthy to stick around for another 5s.
TL/DR; The “buff” didn’t really buff anything.
I get the feeling you are refering to builds that rely on Backstab to down players in 1-3 hits. Relying on signets to burst down single targets is, in my opinion, a bit impractical. That is why this thread is meant to discuss overall use instead of in specific builds.
As for the stack duration, I wasn’t here to see it was 10s before it got reduced to 5. That just means Anet removed some nerfs which is expected when looking at their track record.
Back to my original question: Will you be using Signets more?
If you have 2500~ power, adding 180 more will increase your damage by
(2500+180)/2500=1.072
7.2%
Thats a pretty decent increase for a slot skill considering how bad thief skills are for PVE. Just dont ever activate it. If you have more power it’ll be worth less, less power it’ll be better. To find out how well it will work for you, change both 2500s in that math problem to whatever your power is, then put it in google.
(edited by wish.1027)
I just wanna know. With the buff to Signets of Power, I would think signets would be the way to go to enhance damage. I definitely use SoM, SoA and SoS on my build and i like combining Signet Use and Signets of Power just to make my signets even more awesome.
So, with the current buff to Signets of Power will you be using them more?
First of all, Signet of Power DID NOT get buffed. It was 10s duration originally.
Second, the cooldowns on the signet is just too long to be worth it
Lastly, the activated effects are lackluster and not worth losing the passive effect.
Even when Signet of Power was just 5s duration, the only use of this Trait is to stack Might before killing something in 5s. Extending the duration doesn’t really change this because after delivering the killing blow, the Thief is a sitting duck without defensive utility skills and it’s not healthy to stick around for another 5s.
TL/DR; The “buff” didn’t really buff anything.
I get the feeling you are refering to builds that rely on Backstab to down players in 1-3 hits. Relying on signets to burst down single targets is, in my opinion, a bit impractical. That is why this thread is meant to discuss overall use instead of in specific builds.
As for the stack duration, I wasn’t here to see it was 10s before it got reduced to 5.
That just means Anet removed some nerfs which is expected when looking at their track record.
Back to my original question: Will you be using Signets more?
My point is, the “buff” did nothing to encourage the use of Signets. Sure the Might buff is nice and all but there’s really no reason to activate the signet other than for the purpose of abusing the Might buff.
As I have explained, activating the signet has a negative effect that is not worth the stack of 10s Might.
If the buff lasts while the Signets are in cooldown then that might attract some people, but in its current state, I’d rather bring survival utility skills.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I see what you are saying.
yeah right now its only for 1-3 hit builds which have 0 survivability. u can stack 22 might in 1.5 seconds but then u have 0 defensive utilities :/
If you spec for more dodging you can definitely use Signet of Agility to double the amount of dodges you have. I know I use it on my d/d condition build. Its near constant dodging so I normally feel a little more comfortable bringing it along.
I use two signets on sword/dagger build: signet of agility and infiltrator’s signet. With the 2 initiative on activation I get 3 dodges and 2 init on activation of SoA. Infiltrator’s signet is mainly for init regen, but it’s great for port stomps if steal is on cd. However, I used these pre patch as well, so I won’t be using signets more, just I had already found a use for them. Nothing will ever take shadow refuge of my bar. However, I have started experimenting with signet of malice with the better passive heal. It’s great for zerg fights, as you can regain health with 40 people attacking you just by using dagger storm (not to mention dishing out tons of damage). However, in a 1v1 scenario, withdraw or hide in shadows is much better.
[TFI]
You obviously don’t take this for builds that rely on the passive. Realistically, it’s 5 might for 10 sec for people who actively use signets. It’s not for “might stacking”.
Take signet of malice for example
passive 133 heal (baseline) per damage dealt
active 3275 heal (baseline)
cd 15 sec (baseline)
I could modify this with 3 traits so that:
passive 133 heal per damage dealt
active 3275 heal, recover 2 initiative, gain 5 might (11 sec), vigor (8.8 sec)
cd 12 sec
I would use the 1st version on a p/p build while the 2nd version I would use on maybe a variant of that s/d non invi build I saw come up a couple of weeks ago.
This is just me spit balling here so … take your grain of salt 1st.
Take 4 signets (malice, assassin’s, infiltrator’s, of agility) and cast malice when ever it goes off CD for the boons. Precast assassin’s before engaging/re-engaging. Cast infiltrator’s to shadow step. You’ll have 15 might for a good couple of sec. IF you open with this you waste the 6 ini. If you do this mid combat and are missing 6 or more ini then good.
If you get in trouble dodge/weapon skill out + signet of agility (so its only for builds with mobility/utility already available from the weapon set and not the utility slots).
If you have 2500~ power, adding 180 more will increase your damage by…
In attack you mean, not just power, and 2500 attack is not very much.
If you have 2500~ power, adding 180 more will increase your damage by…
In attack you mean, not just power, and 2500 attack is not very much.
No, we’re talking about your power. Attack is kind of a stupid stat and I have no idea why its even listed, it has no baring on anything as far as I know.
Damage is calculated by
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Since power is multiplied in the equation, you can simply do newpower/oldpower to see how much of an increase in power it is, and thats also how much more damage you will do with each attack by adding it.
No, we’re talking about your power. ..
Ah, ok, 2500 power is quite a lot already, so you’d typically get more (%) benefit from it.