Talk:Sadist's Signet

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Needs a cap on health gained[edit]

A heavy condition build can stack 4 or 5 conditions on a team; a sin alone will often have 3 conditions in his spike. You're adding a new condition, cracked armor as well.

The skill needs a health gain cap: say, 120? Otherwise with only an 8 sec recharge I think it would be abusable...heals potentially approaching 200, for free, every 8 seconds, would be very do-able which seems excessive.

Perhaps 5...3...1 extra disabled second(s) per condition? Kite 23:50, 20 July 2007 (UTC)
Solo Gank FTW! need for recall when you have this!--ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 02:05, 21 July 2007 (UTC)
Im curious why should this skill's health gain be capped when ViM's isnt. Raisu 06:34, 22 July 2007 (UTC)
Vim is elite?--Lou-Saydus 18:17, 25 July 2007 (UTC)

great skill, it would be nice if the amount of health gained was reduced and it stole health instead, it would go better with the name.--Lorddarkflare 02:35, 21 July 2007 (UTC)

Sadists = Vampires? Huh? Sirocco 05:18, 21 July 2007 (UTC)
Let Me rephrase what i said, i feel that it would be much more useful with a vamp effect, not to mention that it would make it less unwieldy, and the comment the name was just saying that the name still applied--Lorddarkflare 03:07, 23 July 2007 (UTC)

From what I see this is far more useful to assassin secondaries. Sure, a primary assassin applies conditions, but usually the target with the conditions is DEAD or RCed after a few seconds. And you are not going to stop midway through an attack chain to heal. --MasterPatricko 09:39, 21 July 2007 (UTC)

Yea, I see something like Vampiric Assault being more used as a mid combo heal than this skill. While feigned/secondaries will stay the post combo healing--Midnight08 13:20, 21 July 2007 (UTC)

Make it a 15 second recharge and cap the health gain at 120 otherwise it will be abused this way it won't be used as much and it won't be abused and it should not steal health that would make this skill overpowered way overpowered. Ganking is going to come back with this skill. TIME TO FIND A PVP GUILD.--Travis

This skill does have a sort of a health gained limit. this is because if you stack 5 or 6 conditions on pretty much anything that does not have condition counters they will die before you can finish casting it. And when someone starts to have conditions pile up on them, then the monks tend to start useing removals, and this lowers heal efficency rather quickly. I normally dont get more than 70 or 80 health when i use this skill, and it is very prone to target death and interupts. Kraken 21:50, 15 January 2008 (UTC)

Way too cumbersome[edit]

A 1 sec cast, and the need to stack at least three conditions to get a worthwhile heal out of it makes this worthless outside of RA gimmicks. make it 1/4 sec cast, cap the heal at 100-120, and change the scale so it gives you about 40 per condition at a reasonable (9-10) spec. --Symbol 09:40, 22 July 2007 (UTC)

But....all of the Deadly Art assassins. Deadly Paradox makes this a 1/2cast 4recharge heal. 2 conditions which isn't hard, is a 80 self heal every 4 seconds with no drawback and no cost. That puts Heal Sig to shame. --Deathwing 01:36, 24 July 2007 (UTC)
But pure deadly arts builds suck outside of RA...and they can't stack conditions anyway. Healsig >>> this in its current form. --Symbol 08:00, 24 July 2007 (UTC)
Lol have you never been spiked by a blinding surge signet spiker, they can kill aboslutely anything, and with bling they can remove assassins, warriors and rangers from the fight long enough to seriously dent their chances of having some effect on the game before you finish ganking them, with this on their build I see the few points they have in shadow arts dissapearing...
Yeah good luck spamming a 10e bsurge along with dancing daggers without any energy management. And good luck powering through condition removal too. Sadist's signet will suck as long as it's balanced around gimmick condition stacking builds rather than what people actually use. --Symbol 03:01, 9 August 2007 (UTC)
People use lots of conditions stacking skills, for example this could be used by trappers for a Non-elite self-heal allowing them to use, Spike trap, smoke trap, trappers focus...

Use with Masochism[edit]

O.o --Heelz 06:29, 21 July 2007 (UTC)

S&M 0.o Lightblade 01:40, 23 July 2007 (UTC)
Contagion+Masochism+Foul Feast+Sadist's Signet+Angorodon's Gaze+Taste of Pain+Vampiric Bite+Touch of Agony. Necros are freaks, they're so contagious and they eat your diseases and live off your pain. :P - 14:57, 3 June 2008 (UTC)
To paraphrase: necros are kinky bastards, and now 'sins are just as bad. Ain't it fabulous? =D -- 10:58, 15 March 2011 (UTC)


Would this work well with YAA and Signet of Malice?

With YAA-yes, he gets 2 conditions. But consider Twisting fangs, Black Mantis Thrust (on hexed foes) and knock down + Falling Spider. If you don't want Black mantis thrust go for YAA, as it adds weakness. With all these said here, your foe has 4/5 conditions. So at a high rank that's between 160-200 healing spike (double if used twice).


It is not a bug and also why has the wrong text in russian to be mentioned here in the english wiki? --Naruuu 00:35, 12 January 2013 (UTC)

I've moved it to the correct location at Feedback:Localization_bugs/Russian#Неверный перевод печати некроманта Sadist's Signet. (anyone who actually speaks non-google-translate russian please correct any fatal translation errors!) Chieftain Alex 12:44, 12 January 2013 (UTC)