Feedback:User/Falconeye/Signets - Passive & Active


 * Passive effect: Signets have an intrinsic benefit while equipped in the skill bar and that can be activated for a greater effect. After activating the signet the character will not benefit from the passive effect while the skill recharges.


 * Editor note: This user gives permission for any Wiki-User to edit and contribute to this page; within reason. If the idea is awesome, it will be kept! ^_^ --Falconeye 05:57, 7 January 2011 (UTC)


 * See also: Mora's Signets and Glyphs -- Glyphs have an opposite intrinsic effect while recharging as opposed to signets!
 * Intensity.jpg Glyph of Intensity - - (Sunspear rank) - Glyph. (10 seconds.) The next time you deal elemental damage with a spell to a target, you deal % of that damage to all other nearby foes.

Warrior

 * - - (Strength) - Signet. Passive effect: You have + armor while not moving. Active effect: ( seconds.) You have + armor and cannot be knocked-down or crippled.


 * - - (Tactics) - Signet. Passive effect: You have + Health regeneration while not attacking. Reduces Hex and Condition durations on you by 20%. Active effect: You gain  Health. Lose one hex and one condition.


 * - - (Strength) - Signet. Passive effect: You have + maximum Health. Active effect: You have + maximum Health and your stances last % longer.


 * - - (Strength) - Signet. Passive effect: Your attack skills deal + damage.  Active effect: Deals + damage to target and adjacent foes whenever you hit with with your melee attack.

Ranger

 * - - (Wilderness Survival) - Signet. Passive effect: Reduces Poison, Disease, and Blind duration on you by %. Active effect: Remove Poison, Disease, Blindness, and one additional condition from yourself.


 * - - (Expertise) - Signet. Passive effect: Lengthens condition duration by %. Your arrows move 15% faster. Active effect: ( second[s].) Conditions you apply while wielding a bow last % longer.  Your arrows move % faster.


 * - - (Wilderness Survival) - Signet. Passive effect: Your attack skills inflict Poisoned condition ( seconds. Active effect: (60 seconds.) Inflicts Poisoned condition ( seconds) with your next  attack[s].

Monk

 * - - (Smiting Prayers) - Signet. Passive effect: Whenever you deal holy damage to an attacking foe, that foe is interrupted.   Active effect: Knocks down target foe and deals  holy damage to target foe and adjacent foes.


 * - - (Divine Favor) - Signet. Passive effect: You gain  Energy every 5 seconds for each enchantment you are maintaining. Active effect: You gain 3 Energy for each enchantment you are maintaining.


 * - - (Divine Favor) - Elite Signet. Passive effect: Heals for  Health each time your Monk Enchantment ends. Active effect: Heals for . Your next Healing or Protection Prayer spell that targets an ally heals for + Health.


 * - - (Smiting Prayers) - Signet. Passive effect: Whenever you deal holy damage to an attacking foe, gain  Energy.   Active effect: Deals  holy damage to target foe and you gain  Energy.


 * - - (Protection Prayers) - Signet. Passive effect: Your Monk spells remove a condition from their targets.    Active effect: Removes all conditions.


 * Signet - - (Divine Favor) - Elite Signet. Passive effect: You gain  Energy whenever you use a signet. Active effect: Your next  Monk signets activate and recharge % faster.


 * - - (Divine Favor) - Signet. Passive effect: You have + to Divine Favor. Active effect: Heals for.


 * - - (Smiting Prayers) - Elite Signet.  - (Smiting Prayers) - Signet. Passive effect: Whenever you deal holy damage to an attacking foe, that foe is knocked down.   Active effect: Affects target foe and nearby foes.  Knocks down and deals  Holy damage to foes using skills that target your allies or attacking.


 * - - (Smiting Prayers) - Elite Half Range Signet. Passive effect: Monk spells Burns adjacent summoned creatures ( seconds.) Active effect: Knocks down target. Deals  holy damage to target and adjacent foes.


 * - - (Smiting Prayers) - Signet. Passive effect: Monk spells deal  holy damage to nearby enchanted foes. Active effect: Deals  holy damage for each enchantment on you (maximum 100 holy damage).
 * - - (Smiting Prayers) - Signet. Passive effect: Monk spells deal  holy damage to nearby adrenaline foes. Active effect: Deals  holy damage. Deals  more holy damage for each of target foe's adrenaline skills.
 * - - (Healing Prayers) - Signet. Passive effect: Allies gain + Health regeneration while affected by your Monk enchantments. Active effect: Heals for . Heals for  more if target ally is casting a spell or attacking.
 * - - (Protection Prayers) - Elite Signet. Passive effect: Reduces Hex and Condition durations by % while enchanted. Gain  Energy whenever a hex or condition ends on you. Active effect: Removes one hex and one condition. Gain  Energy for each hex or condition removed. No effect unless target ally is enchanted.
 * (PvP) - - (Protection Prayers) - Elite Signet. Passive effect: Reduces Hex and Condition durations by % while enchanted. Gain  Health whenever a hex or condition ends on you. Active effect: Removes one hex and one condition. Heals for  Health for each hex or condition removed. No effect unless target ally is enchanted.

Necromancer

 * - - (Blood Magic) - Signet. Passive effect: Adjacent foes Bleed ( seconds) when you target a bleeding foe. Active effect: ( second[s].) Applies Bleeding ( seconds) to foes targeted by your Necromancer skills.
 * - - (Blood Magic) - Signet. Passive effect: Your spells and attacks steal  Health but deal  less damage. Active effect:  Applies Bleeding ( seconds) to the target of your next Necromancer skill.
 * - - (Curses) - Elite Signet. Passive effect: Lengthens Condition duration by %.  Active effect: Transfers all conditions with % of their remaining durations from yourself to target foe.
 * - - (Blood Magic) - Signet. Passive effect: Adjacent foes lose  Health each second. Active effect: Deals  damage to foes near you.
 * - - (Blood Magic) - Signet. Passive effect: Adjacent foes lose  Health each second.  Active effect: Deals  damage to foes near you.
 * - - (Soul Reaping) - Signet. Passive effect: If you or your summoned creatures die, nearby foes lose  energy. Active effect: You gain  Health and  Energy if target foe is below 50% Health.
 * - - (Soul Reaping) - Signet. Passive effect: If you or your summoned creatures die, nearby foes take  damage. Active effect: Deals  damage. Recharges instantly if target foe is near a corpse or has a dead pet.
 * (PvP) - - (Soul Reaping) - Signet. Passive effect: You gain  Health whenever a non-spirit creature dies. (You may only gain Health in this way 3 times every 15 seconds.). Active effect: Deals  damage. Recharges instantly if target foe is near a corpse or has a dead pet.
 * - - (Curses) - Signet. Passive effect: Lengthens Hex duration by %. Active effect: Deals  damage (maximum 140) for each hex on target foe.
 * (PvP) - - (Blood Magic) - Elite Signet. Passive effect: Nearby foes Bleed while recharged. Active effect: You Bleed for 6 seconds. Applies Bleeding ( seconds) to the target of your next Necromancer skill.

Mesmer

 * - - (Inspiration Magic) - Signet. Passive effect: You have  energy regeneration.  Active effect: You gain  Energy.
 * - - (Inspiration Magic) - Touch Signet. Passive effect: Reduces Hex durations by % for each hex on you (maximum 33%). You gain  Energy whenever a hex ends on you. Active effect: Removes a hex from target and  adjacent allies. Removal effect: you gain  Energy for each hex removed.
 * - - (Fast Casting) - Elite Signet. Passive effect: Your signets activate and recharge % faster.  Active effect: (20 seconds.) Your next  signets interrupt and deal  damage to other foes adjacent to your target. Initial effect: recharges all of your other signets.
 * - - (Inspiration Magic) - Signet. Passive effect: Steal  Energy when your the target of enemy spells. Active effect: Interrupts an action. Interruption effect: you gain  Energy if the action was a spell.
 * - - (Illusion Magic) - Signet. Passive effect: Attacking foes have % chance of being interrupted. Active effect: Interrupts an attack for target foe and all adjacent foes. Interruption effect: deals  damage; knocks down foes using attack skills.
 * - - (Inspiration Magic) - Signet. Passive effect:  Steal  Energy from nearby foes whenever you interrupt target non-enchanted foe. Active effect: Removes one enchantment.
 * - - (Domination Magic) - Signet. Passive effect: Deals  damage to adjacent foes whenever you interrupt target hexed foe. Active effect: Interrupts a spell. Can interrupt any skill if target foe is hexed. Interruption effect: deals  damage.
 * - - (Domination Magic) - Signet. Passive effect: Disables skill ( seconds) whenever you interrupt a foe. Active effect: Interrupts a skill. Interruption effect: target foe's skill is disabled for  seconds for each signet you have equipped.
 * - - (Inspiration Magic) - Signet. Passive effect: Disable Elite skill ( seconds) whenever you are the target of an enemy attack or skill. Active effect: Disables elite skill ( second[s]). Disables your non-Mesmer skills (10 seconds).
 * - - (Illusion Magic) - Elite Signet. Passive effect: Hostile spells targeting you have a % fail, and attacks against you have % to miss. Active effect: Your next  spell[s] use your Illusion attribute instead of its normal attribute. If you suffer from a Hex, adjacent foes suffer from that same Hex.
 * - - (Illusion Magic) - Elite Touch Signet. Passive effect: Foes targeting you are Blind ( seconds).  Active effect: ( seconds.) Inflicts Blindness condition.
 * - - (Inspiration Magic) - Signet. Passive effect: You gain  Energy whenever your Mesmer hexes ends. Active effect: You have -4 Energy regeneration. End effect: you gain  Energy.
 * - - (Domination Magic) - Signet. Passive effect: Causes  Energy loss and inflicts Weakened ( seconds) whenever your Mesmer hexes ends. Active effect: Also affects foes near your target. Causes  Energy loss and inflicts Weakness ( second[s]).
 * - - (Domination Magic) - Signet. Passive effect:  Lengthens Hex duration by %. Active effect: Deals  damage. Deals  damage to other adjacent foes if the target is hexed or enchanted.
 * - - (Domination Magic) - Signet. Passive effect: Your spells deal  damage to hostile summoned creatures adjacent to your target foe. Active effect: Deals  damage. Deals  damage to other adjacent foes if the target is hexed or enchanted. Your non-Mesmer skills except signets are disabled (10 seconds).

Assassin

 * - - (Deadly Arts) - Signet. Passive effect: Your attacks steal  Health but deal  less damage against conditioned foes. Active effect: You gain  Health for each condition on target foe.
 * - - (Deadly Arts) - Signet. Passive effect: Lengthens condition duration by %. Active effect: Deals  damage (maximum 130) for each condition on target foe.
 * - - (Deadly Arts) - Signet. Passive effect: Lengthens condition duration by %. Active effect: Deals  damage (maximum 130) for each condition on target foe.
 * - - (Shadow Arts) - Signet. Passive effect: You have +% to land a critical hit against condition foes. Active effect: You lose one condition for each condition on target foe. Heals  Health for each condition removed.
 * - - (Deadly Arts) - Signet. Passive effect: Your Assassin spells inflict Blind ( seconds). Active effect: Deals  damage. Deals  more damage if target foe is Blinded.
 * - - (Deadly Arts) - Signet. Passive effect: Your Assassin spells inflict Poison ( seconds). Active effect: Deals  damage.
 * - - (Shadow Arts) - Signet. Passive effect: Your attacks steal  Health but deal  less damage against enchanted or hexed foes.  Active effect: Removes one enchantment for each hex on target foe. Heals  Health for each enchantment removed.

Ritualist

 * - - (Restoration Magic) - Signet. Passive effect: Your spells and binding rituals activate % faster and cost  less energy (minimum 1) while earshot of a corpse or spirit.  Active effect: Resurrects target party member with your current Health and % maximum Energy. For 120 seconds, you die the next time this party member dies.
 * - - (Restoration Magic) - Signet. Passive effect: Your Ritualist skills activate % faster and cost  less energy (minimum 1) when targeting an ally ressurected by this skill (120 seconds). Active effect: Resurrects target party member with your current Health and % maximum Energy. For 120 seconds, you die the next time this party member dies.
 * Spiritleech Aura.jpg Spiritleech Signet - - (Channeling Magic) - Signet. Passive effect: You are healed for  whenever your spirits steals health. Active effect: ( seconds.) All of your spirits within earshot deal  less damage and steal  Health when they attack.
 * - - (Spawning Power) - Signet. Passive effect: You have +1 Health regeneration and +1 Energy regeneration while earshot of a summoned creature you control.  Active effect: Gain 20 Health and 4 Energy for each summoned creature you control within earshot (maximum  Health and  Energy).
 * - - (Spawning Power) - Signet. Passive effect: Your Binding Rituals gain + maximum Health.  Active effect: You lose  Health. Gain control of target enemy-controlled spirit. 50% failure chance unless Spawning Power 4 or more.
 * - - (Communing) - Elite Signet. Passive effect: You have  base damage reduction while earshot of a spirit.  Active effect: ( seconds.) All spirits you control within earshot attack 33% faster and deal + damage.
 * - - (Communing) - Elite Signet. Passive effect: You have  base damage reduction while casting binding rituals.  Active effect: Target allied summoned creature deals + damage. That creature is destroyed after 10 seconds.
 * - - (Channeling Magic) - Elite Signet. Passive effect: You gain Armor + for each earshot spirit you control (maximum +30).  Active effect: Creates 3 level  spirits (60 second lifespan). These spirits deal  with attacks.
 * - - (Channeling Magic) - Elite Signet. Passive effect: Spells and Binding Rituals activate % while earshot of a spirit. Active effect: You gain  Energy. No effect unless you are within earshot of a spirit.
 * Armor of Unfeeling.jpg Signet of Unfeeling - - (Communing) - Signet. Passive effect: You take % less damage while earshot of a spirit. Active effect: ( seconds.) Your spirits within earshot take % less damage and health loss. They are immune to burning and critical attacks.
 * Armor of Unfeeling.jpg Signet of Unfeeling (PvP) - - (Communing) - Signet. Passive effect: You have  base damage reduction while casting binding rituals. Active effect: ( seconds.) Your spirits within earshot have  damage reduction.

Paragon

 * - - (Motivation) - Elite Signet. Passive effect: Your attacks transfer conditions from yourself to your target. Inflicts Burn on target foe ( seconds) if that foe has two or more conditions. Active effect: Inflicts Burning condition ( seconds) to all foes near your target with your next  attacks. Foes struck lose all other conditions.
 * (PvP) - - (Motivation) - Elite Signet. Passive effect: Allies affected by your Shouts or Chants move and attack % faster while burning. Active effect: All party members lose all conditions. You begin Burning (one second for each condition removed).
 * - - (Leadership) - Signet. Passive effect: You gain  Energy whenever you hit a Burning foe with an attack.  Active effect: You gain  Energy if target foe is Burning.
 * - - (Motivation) - Signet. Passive effect: Reduces Bleed, Burn and Deep Wound duration on you by %. Active effect: Remove Bleeding, Burning and Deep Wound from yourself, and one additional condition.
 * - - (Leadership) - Signet. Passive effect: You have a % chance to gain double adrenaline. Active effect: You attack 25% faster ( seconds). You gain  adrenaline if you are under the effects of a shout or chant.
 * - - (Leadership) - Signet. Passive effect: Whenever party members affected by your Shouts or Chants use a resurrection skill, their fallen allies return with % more Health and % more Energy.  Active effect: Resurrects target party member (% Health and % Energy for each party member in earshot).
 * - - (Leadership) - Signet. Passive effect: You gain + Energy for each ally affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks in Leadership).  Active effect: Resurrects target party member (% Health and % Energy for each party member in earshot).
 * - - (Motivation) - Signet. Passive effect: Non-enchanted allies gain + Health regeneration while affected by your Shouts or Chants.  Active effect: Heal target ally for . You are also healed for  if you are not enchanted. Cannot self-target.

Dervish

 * -A- -  - (Wind Prayers) - Signet. Passive effect: Your self-targeted enchantments cast % faster for each enchantment on you (maximum 75%). Active effect: (30 seconds.) Your next  self-targeted enchantments [sic] cast instantly.
 * -B- -  - (Wind Prayers) - Signet. Passive effect: You move and attack % faster for each enchantment on you (maximum 15%). Active effect: ( seconds.) You move and attack % faster (maximum 33%) for each enchantment on you.
 * - - (Earth Prayers) - Signet. Passive effect: You gain  Health and  Energy each time an enchantment ends on you. Active effect: Heals for . Remove one of your enchantments. Removal effect: also heals allies nearby your target for  and recharges 75% faster.
 * - - (Wind Prayers) - Signet. Passive effect: Adjacent foes are Crippled ( seconds) each time an enchantment ends on you. Active effect: Inflicts Crippled condition ( seconds). You have Armor + against Crippled foes ( seconds). Remove one of your enchantments. Removal effect: also causes Cripple to foes nearby your target and recharges 75% faster.

Any Common

 * - - (Lightbringer rank) - Signet. Passive effect: You deal % more damage to and have + damage reduction against Demonic and Undead foes. Active effect: You gain  strikes of adrenaline and  Energy if you are within the area of a demonic servant of Abaddon.
 * - - (Core - No Attribute) - Signet. Passive effect: Whenever you are resurrected, you return with 25% more Health and 10% more Energy. Active effect: Resurrects target party member (100% Health, 25% Energy). This signet only recharges when you gain a morale boost.
 * - - (Core - No Attribute) - Signet. Passive effect: You gain 50% more experience from combat. Active effect:  Choose one skill from a nearby dead Boss of your profession. Signet of Capture is permanently replaced by that skill. If that skill was elite, gain 250 XP for every level you have earned. If this signet is fully recharged.
 * - - (Allegiance rank) - Signet. Passive effect: Lengthens Hex and Condition duration by %. Active effect: Deals  damage to target and nearby foes. You gain 2 Energy (maximum ) for each of these foes with a condition or hex.
 * - - (Ebon Vanguard rank) - Signet. Passive effect: Inflict Disease ( seconds) whenever you strike a bleeding foe. Active effect: Inflicts Diseased condition ( seconds) if target foe is Bleeding.
 * - - (Bonus Mission Pack) - Elite Signet. Passive effect: You deal 5% more damage for each nearby ally (maximum 30% more damage). Active effect: Deals 80 holy damage and knocks down target and nearby foes. Burns summoned creatures (6 seconds.)
 * - - (Sunspear Rank) - Signet. Passive effect: Whenever you are resurrected, you are returned at that ally's location with % more Health and % more Energy. Active effect: Resurrect target dead ally at your location (% Health and % Energy). This signet only recharges when you gain a morale boost.
 * - - (Ebon Vanguard rank) - Signet. Passive effect: Attacks and hostile skills that target you activate % slower. Active effect: ( seconds.) Target and adjacent foes move and attack % slower.

Non-signets

 * - Target foe cannot benefit from passive effect of recharged signets.
 * - - (Water Magic) - Spell. Deals  cold damage. Interrupts a signet. Interruption effect: disables target foe's signets ( seconds).
 * - - (Domination Magic) - Hex Spell. ( seconds.) Target foe cannot activate signets. Target foe cannot benefit from passive effect of recharged signets.
 * - - (Strength) - Skill. You are healed for  and gain  strike[s] of adrenaline. Disables your signets (12 seconds).
 * - - (Inspiration Magic) - Stance. ( seconds.) Signets you successfully activate while in this stance recharge % faster. You have  damage reduction from non-critical hits for each of your recharged signets.
 * - - (Inspiration Magic) - Stance. ( seconds.) You have +3 armor for each signet. You gain  health each time you use a signet. You have + Health regeneration if a signet is recharged.
 * - - (Motivation) - Chant. (10 seconds.) Allies in earshot lose one condition with their next signet. Conditions on allies expire % faster if a signet is recharged.
 * - - (Motivation) - Chant. ( seconds.) Allies in earshot gain  Energy with their next signet. Allies gain + Energy regeneration if a signet is recharged.
 * - Target foe cannot benefit from passive effect of recharged signets.
 * - - (Beast Mastery) - Nature Ritual. Creates a level  spirit ( second lifespan). Activating signets cost 10 energy. -1 Energy regeneration if a signet is recharged.
 * - - (Water Magic) - Hex Spell. Hexes target and adjacent foes ( seconds). Doubles signet activation time. Initial effect: Deals  cold damage to target and adjacent foes.
 * - - (Fast Casting) - Enchantment Spell. ( seconds.) Your signets use your Fast Casting attribute.
 * - - (Fast Casting) - Stance. ( seconds.) Your next signet recharges % faster.
 * - - (Tactics) - Melee Attack. Deals + damage (maximum 70) for each of your recharged signets.
 * - - (Fast Casting) - Elite Skill. ( seconds.) This skill becomes the Elite of target foe. Elite spells you cast use your Fast Casting attribute instead of their normal attributes. Your signets use your Fast Casting attribute. Your signets take 1 second to cast instead of their normal activation time.