Talk:Signet of Deadly Corruption
Something like that, got room for one more. Little less energy consumption, and a quicker recharge of certain items. Kyle van der Meer
some form of kd, falling spider, twisting fangs then this... damn that'd hurt.. i love it :D :D 58.178.212.122 00:27, 21 July 2007 (UTC)
- Or even some lead attack, Temple Strike, Twisting Fangs and this. Erasculio 01:12, 21 July 2007 (UTC)
Current Shadow Prison Assassins, with the Impale variant, but use this instead of impale. Then ya got the whole normal spike, follow by 130 armor ignoring damage. Scary huh? At least some new necro skills fight that. ~~ frvwfr2 (talk · contributions) 03:10, 21 July 2007 (UTC)
- Impale is the Deep Wound inducer in those combo's, removing it means you either need to add another skill to the mix for Deep wound, or spec more points in TF for it to do damage. ATM a standard SP using Impale and Tox will work better. Less Signet damage, but it makes up for it with additional damage from the dual attack. --Midnight08 13:48, 21 July 2007 (UTC)
- Plus the added 3/4 activation means more time to counter the spike. --Midnight08 13:49, 21 July 2007 (UTC)
I'm sure someone can figure out how to get four conditions on one combo... 71.141.110.230 08:35, 21 July 2007 (UTC)
- Definitely. Current Shadow Prison Assassins apply Bleeding, Deep Wound, and Poison ... just apply one more condition (cracked armor on a target getting spiked would be amazing) and you get pure distilled awesomeness. --MasterPatricko 09:55, 21 July 2007 (UTC)
- I liked the idea at 1st glance, but generally Tox Shock and Impale are more reliable. The Damage is too conditional atm, i'd prefer a longer recharge and 1/2 of the damage to be unconditional (similar to Signet of Shadows) Even just a 1/4 activation would make it much better (less time for a condition removal skill to wipe all the damage)--Midnight08 13:45, 21 July 2007 (UTC)
Remember that the "After a dual" conditions stays for a full 15s, regardless of other "follows a dual" skills. Hit a combo, then drop into Deadly Paradox and blast out this along with other similar skills (Assault Enchants would work well with it), and you can cause some issues. 9th Requiem 11:55, 27 July 2007 (UTC)
- Yea, cause no one brings condition removal to the game, for this to be as effective as similar skills it needs to have 3 conditions up as opposed to only 1 for the other skills (Tox and Shadows). Keeping 3+ conditions on a target continually is pretty difficult. Keeping 1 condition on a target is difficult at times... I just se this as an even more conditional signet of toxic shock.--Midnight08 17:11, 27 July 2007 (UTC)
I say reduce max damage to around 100. Look at SoMW and SoS for example. Tycn 13:46, 29 July 2007 (UTC)
- Questionable energy consumption for sure. --Ckal Ktak 15:05, 1 August 2007 (UTC)
- Heh max damage 100 would be same as impale and Tox but with an extremely conditional effect.... do you just wanna go and add this to This List now for me then? cause thats where it'll be the day its released. For use this needs a buff not a nerf--Midnight08 16:34, 1 August 2007 (UTC)
you do realize that that nets to -5 dmg before TF and the wait on 2 1s cast skills in a spike chain leaves plenty of room for THIS--Midnight08 16:44, 1 August 2007 (UTC)
It was a completely exhibitionist skillbar that. Simply using up to three conditions (Leaping mantis, temple strike, trampling ox) and then using it alongside impale is far more practical. With three conditions this signet about the same damage as imaple but without the deep wound. Not sure about how worthy of a skillbar slot that would be. --Ckal Ktak 21:01, 6 August 2007 (UTC)
an assassin skill that requires teamwork?[edit]
*gasp* ...awesome skill. I'm thinking fragility on a teammate, and all sorts of other crazy stuff could make this really scary. You're screwed if you remove the conditions, and screwed if they stay. just gotta protect that hex.--T-Lo 07:48, 22 July 2007 (UTC)
- Meh, I'm thinking some burst sins will bring this. 3 conditions + 150 damage from combo + ~75 damage from this... not too shabby. I still wouldn't take it though, better skills for general damage dealing exist for sins. -Auron 07:55, 22 July 2007 (UTC)
- Signet Spikers were popular for a while as well, I'm sure this will work it's way into that idea. I think the build would basically be Dark Prison > Blinding Surge > Black Spider Strike > Twisting Fangs > Signet of Deadly Corruption > Signet of Toxic Shock > Signet of Shadows. Heck, you can even bring a self-heal along if you like, or maybe a res signet. But really, with all that damage, who needs healing or teammates? (that last comment's sarcasm, by the way.) You've got quite a spread of attributes with that setup, but I'm sure there's a way to work it out. Maybe use Blinding Powder instead of Surge, or something, so you can manage everything with runes. -- Jioruji Derako.> 05:36, 23 July 2007 (UTC)
- Dark Prison's 45-second recharge says hi. 05:39, 23 July 2007 (UTC)
- Well then use Syphon Speed instead. I said the build would work, but I never said it would work well. -- Jioruji Derako.> 06:17, 23 July 2007 (UTC)
- Dark Prison's 45-second recharge says hi. 05:39, 23 July 2007 (UTC)
This could work well with a Hex, Black Mantis Thrust, Temple Strike and Twisting Fangs; from this you get Cripple, Blindness, Daze, Bleeding AND Deep Wound. Much like Shadow Prison, due to Temple Strike's 20 seconds recharge, this can be used every 20 seconds. Apply Epidemic (or have someone call a target and cast Fevered dreams on it) and you can disable a entire mob
- Maybe run apply poison as well and bring signet of toxic shock and sadist signet.Probably a gimmick build but, it would have a 200damage+ signet spike at the end as well as a quick heal to use before running off. Crippled, Shutdown, 7 degen and deepwound followed by an approx 210 signet damage. Sit there wacking away for interupts from dazed until target dies, and use sadists for a spike heal every 8 secs. Could work... probs wont butLuminarus 08:44, 25 July 2007 (UTC)
For this to be useful in your build, you need to be able to apply conditions easily and quickly. Does that make this skill conditional? Not really. Assassin builds usually have a few conditions in there to make this worth using. Ive created a concept build using "YAA!" and this skill, and so far, it looks great. The build seems very versatile too. High spiking power, condition removal, good self heal (Sadists Signet) and lots of conditions. Link: [1] I think this is a great skill, dont change it =P --JeanDeathwish 02:27, 29 July 2007 (UTC)
- Sorry, have to disagree.... condition removal is too easy. YAA is nice but takes the elite on the build which would be much better off for kiting as SP or for dps as moeb or leading with beguiling... or adding better conditions > temple.... etc.... More importantly the skill itself is conditional and without the whole bar working just right it is still easily inferior to a basic SP sin using just Tox... add in Impale and its not a comparison... either the damage needs a bit of a tweak to make it feel more useful to counter the need for stacked conditions, or the activation needs to drop a tad to allow it to trigger faster so the time given for removal is minimized. This is a spike skill, spike + heavily conditional is NOT a good combination. I see that build being ok in a split RA/AB situation, maybe GvG even if done right, but it still sems really weak compared to current builds. This skill can work in gimmick builds, but stuff there already will work more reliably and better overall. --Midnight08 07:42, 29 July 2007 (UTC)
- and for clarification i'll note that i count as many as 9 skills accross 4 professions which remove ALL conditions from the caster or an ally. 2 of which remove all conditions from an entire party... Condition Removal --Midnight08 07:47, 29 July 2007 (UTC)
- Weather or not the condition is too high or not, this skill definitely could use a 1/4sec cast time. At least that way you have a chance of pulling off the damage before a PvP Monk removes the conditions...
- ...that aside, for PvE (which is where I plan to really use this), it's not all that hard to stack a crapload of conditions on a boss and go for the spike. Hell, once this is all out, Shadowy Burden will be changed to cause Cracked Armor as well. Right there, I can start off with CrAr and a snaring hex on the target; follow up with Crippled from Black Mantis Thrust, Daze and Blind from Temple Strike, Deepwound and Bleeding from Twisting Fangs. That's a total of six conditions from a single attack chain... you only need your Deadly Arts at 8 to hit the max damage cap of 130 from the signet. Against a foe that can't remove conditions (reliably), that's pretty efficient. But if there's condition removal around, half those conditions will be gone by the time you get to Twisting Fangs, let alone when you finish casting SoDA. A cast time increase is needed badly, I think; at least then, you can fire off a few conditions quickly (maybe just Shadowy Burden and Black Spider Strike, with Toxic Shock and SoDA). You at least pull off a chunk of damage before the inevitable removal. -- Jioruji Derako.> 09:07, 29 July 2007 (UTC)
Random idea: Poison Tip Signet, Unsuspecting Strike, Temple Strike, Twisting Fangs, Signet of Deadly Corruption. Meh, we'll see when it's here, what can we try to do eh... Saph 17:09, 6 August 2007 (UTC)
I'm thinking something like: Siphon Speed -> Black Lotus Strike -> Twisting Fangs -> Virulence -> Signet of Deadly Corruption -would be good. - Klumpeet 06:30, 7 August 2007 (UTC)
Ridiculously powerful compared to Signet of Suffering.[edit]
Pretty much every aspect of this skill is superior to signet of suffering. No damage cap, easier to meet conditions (a sin chain should be alot faster than a necro casting four hexes), signet activation and recharge time are shorter, and not an elite. The only disadvantage to running a build around this instead of Suffering is that conditions are generally easier to remove relative to hexes. This really needs a nerf; at the very least put a damage cap at 140 like Suffering. -- Mafaraxas 10:46, 2 August 2007 (UTC)
- This already has a damage cap of 130... -- Jioruji Derako.> 10:50, 2 August 2007 (UTC)
- My fault; it's 6AM here so I must've gone temporarily blind. I think my argument still stands though; this skill is too powerful compared to Signet of Suffering. -- Mafaraxas 12:00, 2 August 2007 (UTC)
- I dunno... condition removal is just so easy at this point, in PvP, your chances of making it past your dual attack and then using a 1sec cast skill with all your conditions still intact is unlikely. Signet of Suffering has the advantage of using Hexes as it's condition, and while Hex removal is also common, it's rare compared to condition removal, and removing hexes quickly isn't easy. For SoDA (LOL@ abbreviated version), a shorter cast time would be more useful; SoS is still more reliable, I think.
- There's a few more things we need to keep in mind... Hexes vs. Conditions, Necromancer vs. Assassin, 130dmg vs. 140dmg caps. They're both close, but I don't think it's easy to compare the two skills in terms of power without them both being available. I don't know how useful SoS is at this point, but if SoDA turns out to be more powerful and still a fair skill, then perhaps SoS is in need of a buff? Maybe shorten the cast time to 1sec, or raise the damage cap just a tiny bit. Either way, it also comes down to weather or not signet spiking is Elite-worthy on Necromancer or Assassin... as this skill is right now, for an Assassin, it's just not quite Elite-worthy. Not with the other spiking signets already available, and with lower requirements. Saying it's overpowered because it's not an Elite just doesn't seem fair by that standard. -- Jioruji Derako.> 12:17, 2 August 2007 (UTC)
- My fault; it's 6AM here so I must've gone temporarily blind. I think my argument still stands though; this skill is too powerful compared to Signet of Suffering. -- Mafaraxas 12:00, 2 August 2007 (UTC)
Toxic Shock Replacment?[edit]
This skill virtually renders toxic shock obselete. Almsot every sin carries Black Spider and Twisting Fangs, 3 conditions, At any rank in deadly arts, using those two attack skills, Deadly Corruption out damages Toxic Shock AND it recharges faster, not to mention toss in one more condition and it becomes even more powerful. The dual attack req is easy to meet anyway. 68.226.80.7 01:12, 4 August 2007 (UTC)
- But Toxic Shock doesn't require you to stick a whole pile of conditions on the target... you can simply use Black Spider Strike and go straight to the spike, or use Entangling Asp and spike while they're knocked-down. The problem with this skill is the large number of conditions you need for an effective amount of damage. Not to mention, if they use something as simple as Remedy Signet to remove just one condition, they lower your total damage by a chunk right there. -- Jioruji Derako.> 05:31, 4 August 2007 (UTC)
Am I the only one who finds this a bit weak in comparison to other alternatives?[edit]
(1) It requires a lot of conditions while Restore Condition and other Condition removal is pretty common and easy to come by (Mending Touch). (2) It's damage is not all that impressive in comparison to skills like Impale (deals around 130 damage at DA 1).
Personally I'd love to see the dual attack requirement dropped, but it's recharge upped to 15/20, allowing it to be used fairly effectively by assassin secondaries as well instead of at the moment when it's pretty much primary only. Really, the only real use I could imagine it having is in a spike or something, together with SoS and SoTS, as all of them have an extremely fast cast time (under DP), and you can actually cast all of them on an enemy when their KDed (I think, not certain about aftercast).
Another option would be to make it lengthen the durations of the Conditions already in effect on the target. I'd find this an interesting addition: For each condition target foe suffers, all Conditions he suffers have their duration lengthened by 2..8..10%. (DA Rank: 0..12..16). A nice little extra which makes it combine well with Temple Strike/Golden Skull Strike. 80.56.230.197 14:07, 6 August 2007 (UTC)
Could be fun in an R/A burning arrow build.[edit]
Obviously not in GvG, of course, but have apply poison+pin down -> screaming shot -> burning arrow -> signet of deadly corruption -> signet of toxic shock. Maybe augury of death somewhere in there, too. -- Mafaraxas 00:02, 7 August 2007 (UTC)
- Must follow a Dual Attack? --Kale Ironfist 07:12, 7 August 2007 (UTC)
Sic[edit]
Is the sic really needed? ‽-(eronth) I give up 16:27, 10 August 2007 (UTC)
- The [sic] is due to the fact that it says "this attack deals...", while this is a Signet, not an Attack. -- Jioruji Derako.> 19:55, 10 August 2007 (UTC)
jaged slash wild strike dealth blossom, VIRULENCE (PWNAGE) Sig of deadly corruption... and what ever 2 other skills you wanna through in there and res sig. lets see that bleed poison diseased weakness at rank 10 deadly arts that 100 dmg hell put impale in the mix that 125 dmg + the dmg from impale, hell put sig of toxic shock in here to (now ur a berserker with no hope of survival but thats the way most fighter classes are played in GVG and the like now anyway. you could definatly think of a more damageing blade combo to but that just waht i could think of off the top of my head.
Changed main page[edit]
Changed to remove "must follow a dual attack". reason for updating is this update http://www.guildwars.com/gameplay/developer_updates/august_2009_skill_balances.php signed by Tweney Mac --The preceding unsigned comment was added by User:24.226.66.238 (talk).