Feedback:User/Falconeye/Signets - Passive and Active

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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.
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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
Glyphs have an opposite intrinsic effect while recharging as opposed to signets!

5 Energy1 Activation time25 Recharge time - (Sunspear rank) - Glyph. (15 seconds.) The next time you deal elemental damage with the next 2...3 spell[s] to a target, you deal 40...50% of that damage to all other nearby foes. While this glyph is recharging, your elemental spells deal 20...25% more damage to all other foes adjacent to your target.


Signets[edit]

Warrior Warrior[edit]

¼ Activation time20 Recharge time - (Strength) - Signet. Passive effect: You have +8...21...24 armor while not moving. Active effect: (8...18...20 seconds.) You have +10...34...40 armor and cannot be knocked-down or crippled. You move 75% slower.

¼ Activation time10 Recharge time - (Tactics) - Signet. Passive effect: You have +1...3...3 Health regeneration while not attacking. Reduces Hex and Condition durations on you by 20%. Active effect: You gain 50...170...200 Health. Lose one hex and one condition. You have -40 armor and damage dealt by you is reduced by 20% while this skill is recharging.

¼ Activation time20 Recharge time - (Strength) - Signet. Passive effect: You have +20...44...50 maximum Health. Active effect: You have +50...250...300 maximum Health and your stances last 15...83...100% longer. Ends if you hit with an attack.

¼ Activation time20 Recharge time - (Strength) - Signet. Passive effect: Your attack skills deal +1...4...5 damage. Active effect: Deals +3...10...12 damage to target and adjacent foes whenever you hit with with your melee attack. Ends after 1...4...5 hit[s].

Ranger Ranger[edit]

1 Activation time4 Recharge time - (Wilderness Survival) - Signet. Passive effect: Reduces Poison, Disease, and Blind duration on you by 15...29...33%. Active effect: Remove Poison, Disease, Blindness, and one additional condition from yourself.

1 Activation time12 Recharge time - (Expertise) - Signet. Passive effect: Lengthens condition duration by 5...29...35%. Your arrows move 15% faster. Active effect: (1...10...12 second[s].) Conditions you apply while wielding a bow last 100...180...200% longer. Your arrows move 50...130...150% faster.

1 Activation time6 Recharge time - (Wilderness Survival) - Signet. Passive effect: Your attack skills inflict Poisoned condition (0...2...2 seconds. Active effect: (60 seconds.) Inflicts Poisoned condition (8...14...15 seconds) with your next 1...3...3 attack[s].

Monk Monk[edit]

¾ Activation time12 Recharge time - (Smiting Prayers) - Signet. Passive effect: Whenever you deal holy damage to an attacking foe, that foe is interrupted. No effect with Smiting Prayers 10 or less. Active effect: Knocks down target foe and deals 10...58...70 holy damage to target foe and adjacent foes. No effect unless that foe was attacking or using a skill that targeted one of your allies.

2 Activation time10 Recharge time - (Divine Favor) - Signet. Passive effect: You gain 0...1...1 Energy every 5 seconds for each enchantment you are maintaining. Active effect: You gain 3 Energy for each enchantment you are maintaining. You cannot gain more than 3...20...24 Energy in this way.

¾ Activation time8 Recharge time - (Divine Favor) - Elite Signet. Passive effect: Heals for 5...17...20 Health each time your Monk Enchantment ends. Active effect: Heals for 20...68...80. Your next Healing or Protection Prayer spell that targets an ally heals for +20...132...160 Health.

¾ Activation time12 Recharge time - (Smiting Prayers) - Signet. Passive effect: Whenever you deal holy damage to an attacking foe, gain 0...1...1 Energy. No effect with Smiting Prayers 10 or less. Active effect: Deals 10...58...70 holy damage to target foe and you gain 2...7...8 Energy. No effect unless that foe was attacking or using a skill that targeted one of your allies.

1 Activation time3 Recharge time - (Protection Prayers) - Signet. Passive effect: Your Monk spells remove a condition from their targets. Removal cost: you lose 2 Energy. No effect with Protection Payers 12 or less. Active effect: Removes all conditions. Removal cost: 10...4...3 Energy each.

¼ Activation time8 Recharge time - (Divine Favor) - Elite Signet. Passive effect: You gain 1...3...3 Energy whenever you use a signet. Active effect: Your next 2...4...5 Monk signets activate and recharge 5...29...35% faster.

¼ Activation time7 Recharge time - (Divine Favor) - Signet. Passive effect: You have +0...2...3 to Divine Favor. Active effect: Heals for 15...99...120.

¾ Activation time8 Recharge time - (Smiting Prayers) - Elite Signet. ¾ Activation time12 Recharge time - (Smiting Prayers) - Signet. Passive effect: Whenever you deal holy damage to an attacking foe, that foe is knocked down. No effect with Smiting Prayers 12 or less. Active effect: Affects target foe and nearby foes. Knocks down and deals 15...63...75 Holy damage to foes using skills that target your allies or attacking.

0 Energy1 Activation time20 Recharge time - (Smiting Prayers) - Elite Half Range Signet. Passive effect: Monk spells Burns adjacent summoned creatures (1...5...6 seconds.) Active effect: Knocks down target. Deals 15...63...75 holy damage to target and adjacent foes.

0 Energy1 Activation time20 Recharge time - (Smiting Prayers) - Signet. Passive effect: Monk spells deal 5...9...10 holy damage to nearby enchanted foes. Active effect: Deals 5...29...35 holy damage for each enchantment on you (maximum 100 holy damage).

0 Energy1 Activation time20 Recharge time - (Smiting Prayers) - Signet. Passive effect: Monk spells deal 5...9...10 holy damage to nearby adrenaline foes. Active effect: Deals 5...41...50 holy damage. Deals 5...9...10 more holy damage for each of target foe's adrenaline skills.

0 Energy1 Activation time8 Recharge time - (Healing Prayers) - Signet. Passive effect: Allies gain +0...2...2 Health regeneration while affected by your Monk enchantments. Active effect: Heals for 15...63...75. Heals for 15...63...75 more if target ally is casting a spell or attacking.

0 Energy1 Activation time5 Recharge time - (Protection Prayers) - Elite Signet. Passive effect: Reduces Hex and Condition durations by 10...28...33% while enchanted. Gain 0...2...2 Energy whenever a hex or condition ends on you. Active effect: Removes one hex and one condition. Gain 1...4...5 Energy for each hex or condition removed. No effect unless target ally is enchanted.

0 Energy1 Activation time5 Recharge time - (Protection Prayers) - Elite Signet. Passive effect: Reduces Hex and Condition durations by 10...28...33% while enchanted. Gain 1...8...10 Health whenever a hex or condition ends on you. Active effect: Removes one hex and one condition. Heals for 15...51...60 Health for each hex or condition removed. No effect unless target ally is enchanted.

Necromancer Necromancer[edit]

15% Sacrifice0 Energy1 Activation time10 Recharge time - (Blood Magic) - Signet. Passive effect: Adjacent foes Bleed (1...7...8 seconds) when you target a bleeding foe. Active effect: (1...16...20 second[s].) Applies Bleeding (2...13...16 seconds) to foes targeted by your Necromancer skills.

0% Sacrifice0 Energy0 Activation time4 Recharge time - (Blood Magic) - Signet. Passive effect: Your spells and attacks steal 1...4...5 Health but deal 1...4...5 less damage. Active effect: You Bleed for 6 seconds. Applies Bleeding (2...13...16 seconds) to the target of your next Necromancer skill.

0 Energy1 Activation time4 Recharge time - (Curses) - Elite Signet. Passive effect: Lengthens Condition duration by 5...29...35%. All conditions from your summoned creatures and adjacent allies are transferred to yourself. Active effect: Transfers all conditions with 100...180...200% of their remaining durations from yourself to target foe. 50% failure chance unless Curses 5 or more.

10% Sacrifice0 Energy¾ Activation time8 Recharge time - (Blood Magic) - Signet. Passive effect: Adjacent foes lose 1...8...10 Health each second. Active effect: Deals 10...58...70 damage to foes near you. You begin Bleeding (25 seconds).

10% Sacrifice0 Energy¾ Activation time20 Recharge time - (Blood Magic) - Signet. Passive effect: Adjacent foes lose 1...8...10 Health each second. You lose an equal amount. Active effect: Deals 10...58...70 damage to foes near you. You begin Bleeding (25 seconds).

0 Energy¼ Activation time8 Recharge time - (Soul Reaping) - Signet. Passive effect: If you or your summoned creatures die, nearby foes lose 1...4...5 energy. Active effect: You gain 10...82...100 Health and 1...8...10 Energy if target foe is below 50% Health.

0 Energy1 Activation time30 Recharge time - (Soul Reaping) - Signet. Passive effect: If you or your summoned creatures die, nearby foes take 25...45...50 damage. Active effect: Deals 15...63...75 damage. Recharges instantly if target foe is near a corpse or has a dead pet.

0 Energy1 Activation time30 Recharge time - (Soul Reaping) - Signet. Passive effect: You gain 0...36...45 Health whenever a non-spirit creature dies. (You may only gain Health in this way 3 times every 15 seconds.). Active effect: Deals 15...63...75 damage. Recharges instantly if target foe is near a corpse or has a dead pet.

0 Energy2 Activation time20 Recharge time - (Curses) - Signet. Passive effect: Lengthens Hex duration by 5...29...35%. Active effect: Deals 5...29...35 damage (maximum 140) for each hex on target foe.

0% Sacrifice0 Energy0 Activation time4 Recharge time - (Blood Magic) - Elite Signet. Passive effect: Nearby foes Bleed while recharged. Active effect: You Bleed for 6 seconds. Applies Bleeding (2...13...16 seconds) to the target of your next Necromancer skill.

Mesmer Mesmer[edit]

0 Energy1 Activation time45 Recharge time - (Inspiration Magic) - Signet. Passive effect: You have 0...2...2 energy regeneration. No effect unless you have less than 5...9...10 Energy. Active effect: You gain 10...26...30 Energy. No effect unless you have less than 5...9...10 Energy.

0 Energy1 Activation time25 Recharge time - (Inspiration Magic) - Touch Signet. Passive effect: Reduces Hex durations by 5...9...10% for each hex on you (maximum 33%). You gain 0...2...2 Energy whenever a hex ends on you. Active effect: Removes a hex from target and 2...4...5 adjacent allies. Removal effect: you gain 1...3...4 Energy for each hex removed.

0 Energy1 Activation time15 Recharge time - (Fast Casting) - Elite Signet. Passive effect: Your signets activate and recharge 10...28...33% faster. Active effect: (20 seconds.) Your next 0...5...6 signets interrupt and deal 15...51...60 damage to other foes adjacent to your target. Initial effect: recharges all of your other signets.

0 Energy¼ Activation time20 Recharge time - (Inspiration Magic) - Signet. Passive effect: Steal 0...2...2 Energy when your the target of enemy spells. Active effect: Interrupts an action. Interruption effect: you gain 3...13...15 Energy if the action was a spell.

0 Energy¼ Activation time8 Recharge time - (Illusion Magic) - Signet. Passive effect: Attacking foes have 1...8...10% chance of being interrupted. Active effect: Interrupts an attack for target foe and all adjacent foes. Interruption effect: deals 15...51...60 damage; knocks down foes using attack skills.

0 Energy1 Activation time15 Recharge time - (Inspiration Magic) - Signet. Passive effect: Steal 0...2...2 Energy from nearby foes whenever you interrupt target non-enchanted foe. Active effect: Removes one enchantment. You lose 100...44...30% Energy.

0 Energy¼ Activation time15 Recharge time - (Domination Magic) - Signet. Passive effect: Deals 5...41...50 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 10...43...51 damage.

0 Energy¼ Activation time15 Recharge time - (Domination Magic) - Signet. Passive effect: Disables skill (1...4...5 seconds) whenever you interrupt a foe. Active effect: Interrupts a skill. Interruption effect: target foe's skill is disabled for 1...4...5 seconds for each signet you have equipped.

0 Energy3 Activation time20 Recharge time - (Inspiration Magic) - Signet. Passive effect: Disable Elite skill (1...4...5 seconds) whenever you are the target of an enemy attack or skill. Active effect: Disables elite skill (1...13...16 second[s]). Disables your non-Mesmer skills (10 seconds).

0 Energy2 Activation time5 Recharge time - (Illusion Magic) - Elite Signet. Passive effect: Hostile spells targeting you have a 5...17...20% fail, and attacks against you have 5...17...20% to miss. Active effect: Your next 1...3...3 spell[s] use your Illusion attribute instead of its normal attribute. If you suffer from a Hex, adjacent foes suffer from that same Hex.

0 Energy2 Activation time10 Recharge time - (Illusion Magic) - Elite Touch Signet. Passive effect: Foes targeting you are Blind (1...4...5 seconds). You suffer from Blindness (5 seconds). Active effect: (10...18...20 seconds.) Inflicts Blindness condition. You suffer from Blindness (15 seconds).

0 Energy1 Activation time20 Recharge time - (Inspiration Magic) - Signet. Passive effect: You gain 0...2...2 Energy whenever your Mesmer hexes ends. Active effect: You have -4 Energy regeneration. End effect: you gain 13...19...20 Energy.

0 Energy2 Activation time30 Recharge time - (Domination Magic) - Signet. Passive effect: Causes 0...2...2 Energy loss and inflicts Weakened (10...50...60 seconds) whenever your Mesmer hexes ends. Active effect: Also affects foes near your target. Causes 3...7...8 Energy loss and inflicts Weakness (1...10...12 second[s]).

0 Energy1 Activation time10 Recharge time - (Domination Magic) - Signet. Passive effect: Lengthens Hex duration by 5...17...20%. Active effect: Deals 15...63...75 damage. Deals 5...41...50 damage to other adjacent foes if the target is hexed or enchanted.

0 Energy1 Activation time20 Recharge time - (Domination Magic) - Signet. Passive effect: Your spells deal 15...63...75 damage to hostile summoned creatures adjacent to your target foe. Active effect: Deals 10...50...60 damage. Deals 10...50...60 damage to other adjacent foes if the target is hexed or enchanted. Your non-Mesmer skills except signets are disabled (10 seconds).

Assassin Assassin[edit]

0 Energy1 Activation time8 Recharge time - (Deadly Arts) - Signet. Passive effect: Your attacks steal 1...4...5 Health but deal 1...4...5 less damage against conditioned foes. Active effect: You gain 10...34...40 Health for each condition on target foe.

0 Energy1 Activation time12 Recharge time - (Deadly Arts) - Signet. Passive effect: Lengthens condition duration by 5...29...35%. Active effect: Deals 5...29...35 damage (maximum 130) for each condition on target foe.

0 Energy1 Activation time12 Recharge time - (Deadly Arts) - Signet. Passive effect: Lengthens condition duration by 5...17...20%. Active effect: Deals 5...29...35 damage (maximum 130) for each condition on target foe. Must follow a dual attack.

0 Energy¼ Activation time5 Recharge time - (Shadow Arts) - Signet. Passive effect: You have +5...17...20% to land a critical hit against condition foes. Active effect: You lose one condition for each condition on target foe. Heals 15...51...60 Health for each condition removed.

0 Energy1 Activation time30 Recharge time - (Deadly Arts) - Signet. Passive effect: Your Assassin spells inflict Blind (1...4...5 seconds). Active effect: Deals 5...29...35 damage. Deals 15...51...60 more damage if target foe is Blinded.

0 Energy1 Activation time15 Recharge time - (Deadly Arts) - Signet. Passive effect: Your Assassin spells inflict Poison (1...4...5 seconds). Active effect: Deals 10...82...100 damage. No effect unless target foe is Poisoned

0 Energy2 Activation time20 Recharge time - (Shadow Arts) - Signet. Passive effect: Your attacks steal 1...4...5 Health but deal 1...4...5 less damage against enchanted or hexed foes. Active effect: Removes one enchantment for each hex on target foe. Heals 15...51...60 Health for each enchantment removed.

Ritualist Ritualist[edit]

0 Energy3 Activation time12 Recharge time - (Restoration Magic) - Signet. Passive effect: Your spells and binding rituals activate 5...29...35% faster and cost 1...4...5 less energy (minimum 1) while earshot of a corpse or spirit. Active effect: Resurrects target party member with your current Health and 15...83...100% maximum Energy. For 120 seconds, you die the next time this party member dies.

0 Energy4 Activation time12 Recharge time - (Restoration Magic) - Signet. Passive effect: Your Ritualist skills activate 5...41...50% faster and cost 1...4...5 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 15...83...100% maximum Energy. For 120 seconds, you die the next time this party member dies.

0 Energy1 Activation time15 Recharge time - (Channeling Magic) - Signet. Passive effect: You are healed for 5...17...20 whenever your spirits steals health. Active effect: (5...29...35 seconds.) All of your spirits within earshot deal 5...17...20 less damage and steal 5...17...20 Health when they attack.

0 Energy1 Activation time20 Recharge time - (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 15...83...100 Health and 3...10...12 Energy).

0 Energy2 Activation time15 Recharge time - (Spawning Power) - Signet. Passive effect: Your Binding Rituals gain +50...170...200 maximum Health. Active effect: You lose 200...80...50 Health. Gain control of target enemy-controlled spirit. 50% failure chance unless Spawning Power 4 or more.

0 Energy1 Activation time15 Recharge time - (Communing) - Elite Signet. Passive effect: You have 5...9...10 base damage reduction while earshot of a spirit. Active effect: (5...17...20 seconds.) All spirits you control within earshot attack 33% faster and deal +5...9...10 damage.

0 Energy1 Activation time5 Recharge time - (Communing) - Elite Signet. Passive effect: You have 5...9...10 base damage reduction while casting binding rituals. Active effect: Target allied summoned creature deals +5...29...35 damage. That creature is destroyed after 10 seconds.

0 Energy1 Activation time30 Recharge time - (Channeling Magic) - Elite Signet. Passive effect: You gain Armor +5...9...10 for each earshot spirit you control (maximum +30). Active effect: Creates 3 level 1...10...12 spirits (60 second lifespan). These spirits deal 5...21...25 with attacks.

0 Energy1 Activation time20 Recharge time - (Channeling Magic) - Elite Signet. Passive effect: Spells and Binding Rituals activate 5...29...35% while earshot of a spirit. Active effect: You gain 3...10...12 Energy. No effect unless you are within earshot of a spirit.

0 Energy1 Activation time15 Recharge time - (Communing) - Signet. Passive effect: You take 5...17...20% less damage while earshot of a spirit. Active effect: (5...17...20 seconds.) Your spirits within earshot take 20...44...50% less damage and health loss. They are immune to burning and critical attacks.

0 Energy1 Activation time15 Recharge time - (Communing) - Signet. Passive effect: You have 5...9...10 base damage reduction while casting binding rituals. Active effect: (10...30...35 seconds.) Your spirits within earshot have 5...9...10 damage reduction.

Paragon Paragon[edit]

0 Energy2 Activation time15 Recharge time - (Motivation) - Elite Signet. Passive effect: Your attacks transfer conditions from yourself to your target. Inflicts Burn on target foe (1...3...3 seconds) if that foe has two or more conditions. Active effect: Inflicts Burning condition (1...4...5 seconds) to all foes near your target with your next 3...7...8 attacks. Foes struck lose all other conditions.

0 Energy2 Activation time15 Recharge time - (Motivation) - Elite Signet. Passive effect: Allies affected by your Shouts or Chants move and attack 5...29...35% faster while burning. Active effect: All party members lose all conditions. You begin Burning (one second for each condition removed).

0 Energy¼ Activation time20 Recharge time - (Leadership) - Signet. Passive effect: You gain 0...2...2 Energy whenever you hit a Burning foe with an attack. Active effect: You gain 5...13...15 Energy if target foe is Burning.

0 Energy1 Activation time4 Recharge time - (Motivation) - Signet. Passive effect: Reduces Bleed, Burn and Deep Wound duration on you by 5...17...20%. Active effect: Remove Bleeding, Burning and Deep Wound from yourself, and one additional condition.

0 Energy1 Activation time5 Recharge time - (Leadership) - Signet. Passive effect: You have a 5...17...20% chance to gain double adrenaline. Active effect: You attack 25% faster (5...9...10 seconds). You gain 2...4...4 adrenaline if you are under the effects of a shout or chant.

0 Energy5 Activation time5 Recharge time - (Leadership) - Signet. Passive effect: Whenever party members affected by your Shouts or Chants use a resurrection skill, their fallen allies return with 10...62...75% more Health and 5...41...50% more Energy. Active effect: Resurrects target party member (5...13...15% Health and 1...3...4% Energy for each party member in earshot).

0 Energy5 Activation time20 Recharge time - (Leadership) - Signet. Passive effect: You gain +0...2...2 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 (5...13...15% Health and 1...3...4% Energy for each party member in earshot).

0 Energy1 Activation time8 Recharge time - (Motivation) - Signet. Passive effect: Non-enchanted allies gain +0...2...2 Health regeneration while affected by your Shouts or Chants. Active effect: Heal target ally for 40...88...100. You are also healed for 40...88...100 if you are not enchanted. Cannot self-target.

Dervish Dervish[edit]

0 Energy0 Activation time20 Recharge time - (Wind Prayers) - Signet. Passive effect: Your self-targeted enchantments cast 10...26...30% faster for each enchantment on you (maximum 75%). Active effect: (30 seconds.) Your next 1...3...3 self-targeted enchantments[sic] cast instantly. Flash enchantments do not consume uses of this skill.

0 Energy0 Activation time20 Recharge time - (Wind Prayers) - Signet. Passive effect: You move and attack 1...4...5% faster for each enchantment on you (maximum 15%). Active effect: (5...17...20 seconds.) You move and attack 5...9...10% faster (maximum 33%) for each enchantment on you.

0 Energy1 Activation time20 Recharge time - (Earth Prayers) - Signet. Passive effect: You gain 1...8...10 Health and 0...2...2 Energy each time an enchantment ends on you. Active effect: Heals for 30...126...150. Remove one of your enchantments. Removal effect: also heals allies nearby your target for 5...17...20 and recharges 75% faster.

0 Energy1 Activation time20 Recharge time - (Wind Prayers) - Signet. Passive effect: Adjacent foes are Crippled (1...4...5 seconds) each time an enchantment ends on you. Active effect: Inflicts Crippled condition (5...13...15 seconds). You have Armor +5...9...10 against Crippled foes (5...17...20 seconds). Remove one of your enchantments. Removal effect: also causes Cripple to foes nearby your target and recharges 75% faster.

Any Common[edit]

0 Energy¼ Activation time25 Recharge time - (Lightbringer rank) - Signet. Passive effect: You deal 5...40% more damage to and have +1...8 damage reduction against Demonic and Undead foes. Active effect: You gain 3...5 strikes of adrenaline and 16...24 Energy if you are within the area of a demonic servant of Abaddon.

0 Energy3 Activation time0 Recharge time - (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.

0 Energy2 Activation time2 Recharge time - (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.

0 Energy1 Activation time20 Recharge time - (Allegiance rank) - Signet. Passive effect: Lengthens Hex and Condition duration by 25...31...33%. Active effect: Deals 20...28...30 damage to target and nearby foes. You gain 2 Energy (maximum 12...18...20) for each of these foes with a condition or hex.

0 Energy1 Activation time10 Recharge time - (Ebon Vanguard rank) - Signet. Passive effect: Inflict Disease (3...10 seconds) whenever you strike a bleeding foe. Active effect: Inflicts Diseased condition (13...20 seconds) if target foe is Bleeding.

0 Energy1 Activation time7 Recharge time - (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.)

0 Energy3 Activation time0 Recharge time - (Sunspear Rank) - Signet. Passive effect: Whenever you are resurrected, you are returned at that ally's location with 5...50% more Health and 5...50% more Energy. Active effect: Resurrect target dead ally at your location (10...100% Health and 10...100% Energy). This signet only recharges when you gain a morale boost.

0 Energy1 Activation time15 Recharge time - (Ebon Vanguard rank) - Signet. Passive effect: Attacks and hostile skills that target you activate 23...40% slower. Active effect: (14...20 seconds.) Target and adjacent foes move and attack 23...40% slower.

Non-signets[edit]

10 Energy1 Activation time2 Recharge time - (Water Magic) - Spell. Deals 10...54...65 cold damage. Interrupts a signet. Interruption effect: disables target foe's signets (3...8...9 seconds).

15 Energy1 Activation time10 Recharge time - (Domination Magic) - Hex Spell. (8...18...20 seconds.) Target foe cannot activate signets. Target foe cannot benefit from passive effect of recharged signets.

4 Adrenaline1 Activation time1 Recharge time - (Strength) - Skill. You are healed for 50...98...110 and gain 0...2...3 strike[s] of adrenaline. Disables your signets (12 seconds).

10 Energy0 Activation time20 Recharge time - (Inspiration Magic) - Stance. (5...21...25 seconds.) Signets you successfully activate while in this stance recharge 10...34...40% faster. You have 1...4...5 damage reduction from non-critical hits for each of your recharged signets.

5 Energy0 Activation time20 Recharge time - (Inspiration Magic) - Stance. (10...34...40 seconds.) You have +3 armor for each signet. You gain 5...49...60 health each time you use a signet. You have +0...2...3 Health regeneration if a signet is recharged.

5 Energy1 Activation time20 Recharge time - (Motivation) - Chant. (10 seconds.) Allies in earshot lose one condition with their next signet. Conditions on allies expire 5...17...20% faster if a signet is recharged.

6 Adrenaline1 Activation time5 Recharge time - (Motivation) - Chant. (5...17...20 seconds.) Allies in earshot gain 1...7...8 Energy with their next signet. Allies gain +0...2...2 Energy regeneration if a signet is recharged.

  • Panic Panic - Target foe cannot benefit from passive effect of recharged signets.
  • Primal Echoes Primal Echoes -

5 Energy5 Activation time60 Recharge time - (Beast Mastery) - Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Activating signets cost 10 energy. -1 Energy regeneration if a signet is recharged. Affects creatures in spirit range. Does not affect spirits.

10 Energy1 Activation time8 Recharge time - (Water Magic) - Hex Spell. Hexes target and adjacent foes (5...17...20 seconds). Doubles signet activation time. Initial effect: Deals 10...58...70 cold damage to target and adjacent foes.

15 Energy1 Activation time30 Recharge time - (Fast Casting) - Enchantment Spell. (36...55...60 seconds.) Your signets use your Fast Casting attribute.

10 Energy0 Activation time20 Recharge time - (Fast Casting) - Stance. (5...17...20 seconds.) Your next signet recharges 20...68...80% faster.

4 Adrenaline - (Tactics) - Melee Attack. Deals +10...16...18 damage (maximum 70) for each of your recharged signets.

5 Energy1 Activation time15 Recharge time - (Fast Casting) - Elite Skill. (1...48...60 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.