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Ignorance
[edit] Life Infusion Issue -- 18:52, 2 March 2008 (UTC)
Discussion
- Issue
- does barely anything except stop res-sigs, death pact sig
- Suggestion
- add "do not gain effects of allied shouts/chants/echoes"
[edit] Underused Skill -- 20:25, 10 Aug 2008 (CEST)
Cost is prohibitive for what it does. Even 10 energy would be on the high side. This skill is too conditional, especially for small PvP arenas.
[edit] Useless!
- Issue
- Only useful for stopping resurrection signets. Energy cost too high. Easily removed.
- Suggestion
- Reduce energy to 5, change to "All of target's signets are disabled for 1...6...7 seconds."
[edit] Niche effect
- Issue
- Yet another niche skill. This has next to no effect in most situations and yet can, in very niche ones, be very powerful - for example, I went as a signet mesmer for the hell of it in RA the other day and some dude actually had this on his bar. As you might expect, it completely shut me down, and I wasn't best pleased. On the other hand, in most other matches he will have a wasted skill slot.
- Suggestion
- Give it a secondary use, like this:
-
Ignorance. 10
1
5
.
- Hex Spell. For 5...9...10 seconds, target foe cannot use signets, and whenever that foe casts a spell, it activates as though its attribute was 0...2...3 points lower.
- It seems to me that the idea of "Ignorance" is that it makes people not know how to use signets. Thus, this buff makes good sense since it also makes people less adept at casting spell. This would also be better balanced since it would apply some extra pressure (or relieve some from your allies). However, its lower duration means shut-down capabilities for builds with lots of signets aren't as potent (since you have to keep re-applying it), but to make up for this the recharge and energy cost have been reduced (15
is waaaay to much for this skill anyway).