Talk:Signet of Recall

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Skill Tweaks 07/26/07[edit]

  • Signet of Recall: -> Remove the Lose all energy
  • Please discuss skill change here. ~Izzy @-'---- 23:38, 26 July 2007 (UTC)
Oh thank you! It has some more versatility now. You can still use it after Ether Lord and "The Power Is Yours!", but now you can use it similar to Mantra of Recall, by activating it at full energy and timing a spell just before the 10 seconds is up to get a refill at the very beginning of fights. It works at both ends of the energy spectrum now. Interesting. You get a big kiss. :D --Redfeather 00:16, 27 July 2007 (UTC)
Much better; Now, I can recall my shopping list with ease! Oh and signet of recall is now much better! :D Jigoku 02:01, 27 July 2007 (UTC)
Now it gives it some potential with some 'lose all energy' skills that wasn't there before. Using a mix of negative energy set + this and some timing, you could possibly use a Glyph of Essence -> something and still have 40E or so afterwards. Not a skill you'll want on every bar, but not one that's actually bad either, more niche than anything. Patccmoi 02:31, 27 July 2007 (UTC)
With Mantra of Inscriptions, it ideally provides the equivalent of ~1.4 extra pips of energy regeneration at 12 Inspiration Magic. It's not worth bringing Mantra of Inscriptions just to increase the energy gain, as the cost of MoI cancels out most of the additional energy gain, but the skill is nice if MoI is already part of your build. -- Gordon Ecker 03:13, 27 July 2007 (UTC)
Gordon, are you taking into consideration that 13 of the energy gained from this is what you lost from the -4 regen for 10 seconds?--Redfeather 19:06, 29 July 2007 (UTC)
Perfect change. I wouldn't think twice about actually using this now. Thanks Izzy.
Good change Izzy.-- 19:35, 27 July 2007 (UTC)
Yes, but I intentionally excluded the cost of Mantra of Inscriptions. Signet of Recall prevents the gain of 13 1/3 Energy through lost regeneration and the Energy gain at the end is 19, for a net energy gain of 5 2/3 per activation. With an activation cycle of 12 seconds, that works out to ~0.47 Energy per second. Mantra of Inscriptions costs ~0.13 Energy per second to keep up, and SoR provides ~0.27 net energy per second without MoI. -- Gordon Ecker 23:34, 7 August 2007 (UTC)
LOL. I must have been drunk and thought you meant 1.4 eps. I feel silly.--Redfeather 09:04, 8 August 2007 (UTC)

You can gain 40 energy every 10 seconds with this. For the cost of an elite and MoI, of course. Recasting SoR is like recasting Aura of the Lich in terms of end effects. <> 01:37, 29 June 2008 (UTC)

Original skill feedback[edit]

Not E-management[edit]

Okay, I get it now. It's not e-management. It's to hide energy. It's such a self destructive way of accomplishing that though. Is hiding one's energy so powerful they have to go this route? Why not stick it in No Attribute and have it return everything you've lost after 10 seconds?

Signet. You lose all Energy. For 10 seconds, you have -4 Energy regeneration. When this effect ends, energy lost is returned and you have +4 Energy regeneration for 10 seconds

The only thing you sacrifice here to hide energy is the ability to use what you hid, while it is hidden. This skill in it's current state is a waste of a slot. I'd rather swap to a -energy set and bring ether signet if I'm looking to use skills that eat energy. --Redfeather 02:49, 25 July 2007 (UTC)

If you made that change you would have to make it elite, otherwise it woudld b WAY overpowered.-- 00:24, 12 July 2008 (UTC)

True, thats good 26 energy every 20 seconds, for unlinked that is insane. How about just -4 for 10 seconds then +4 for 10 seconds? That would mean no net gain. 07:22, 8 October 2008 (UTC)
^Forgot to log in. Justin6 User Justing6 Justing6 siggypic.png 07:23, 8 October 2008 (UTC)


other description: For 10 seconds, you can only use signets. After 10 seconds, you may cast a few spells and stand idle again. hope this one will be a whole lot diffrent :O

Looks ok, use it when you have close to 0 energy, then it gives you a nice boost.

Even at 0 energy it still really sucks! I do not see this being a useful skill right now as it is. For energy management, waste not, want not is so much better. This skill doesn't even give much net energy, that's the strange thing. I guess if you combine it's synergy with faster recharge of signets, it may be more useful though, but typically you don't need much energy management when you're running so many signets.-- 01:15, 21 July 2007 (UTC)
I agree, I don't see the point in this skill. The fact you become unable to do anything other than use signets for the duration of this, and how you don't really need energy for signets, makes this something weird. Erasculio 01:31, 21 July 2007 (UTC)

This would be really cool if it was the other way around. Like an energy sacrifice for that extra energy now instead of regen later. Sven 04:05, 21 July 2007 (UTC)

Seems rather pointless in comparison to other E-management skills. Sirocco 05:05, 21 July 2007 (UTC)

Looks like it is, at 15 point inspiration, a net energy gain of 7. Pretty useless knowing you had to wait 10 seconds, and it will recharge in another 10 seconds, before you can just start waiting 10 more for it to activate. -- 10:12, 21 July 2007 (UTC)

I can't put my finger on it. But this looks super pooey! Sorry Izzy. :(--Redfeather 14:50, 21 July 2007 (UTC)

Go to and stay at 0 energy for 10 seconds, and then 13...19...20 energy afterwards. Mesmers need energy when they need it, not 10 seconds after, and what are they meant to do in 10 seconds. Cast all their amazing signets? A mesmer cant hold pressure on the number of targets its trying whilst doing nothing for 10 seconds. Its unMesmery, and no one will use this. Take away the lose all energy or the -4 energy regen so that once weve used it we can ignore it and wait. A 20 recharge is hardly necessary because you can only use this once youve used your 13...19...20 energy, which will likely be after two spells, and three seconds. --Renegade 15:33, 21 July 2007 (UTC)

Like most skills in GW it only becomes very good when mixed with other skills. Imagen this you have 30 energy, weapon swap, ether lord followed by signet, weapon swap. you now have 25 energy +3 energy re gen an after 10 seconds 20 more energy.

13 of which could have been gotten if you didn't use this, because you would have an extra +4 energy regen for those 10 seconds. If the -4 energy regeneration were changed to a daze then it wouldn't be so bad for a mesmer with high Fast Cast. And the daze could be used by an Me/N or N/Me. --Redfeather 09:57, 23 July 2007 (UTC)
I agree with this changing the 4 energy regen to dazed seems a good way to improve the spell --Faena 15:58, 23 July 2007 (UTC)

Seems like a spike skill. use at full, spike, then have a nice boost afterwards. User Blastedt sig.jpgBLASTEDT 00:46, 26 July 2007 (UTC)

Using at full is a rather bad idea. --Deathwing 00:49, 26 July 2007 (UTC)
D: just noticed that User Blastedt sig.jpgBLASTEDT 00:52, 26 July 2007 (UTC)

Suggestions on how to improve this skill[edit]

Since there are many users saying this skill sucks, I think we could add a section on how this could be helped. I'll begin with a suggestion of my own (although I admit I suck at balancing stuff): how about it being changed to: You gain 12...20 energy. After 10 seconds, you lose all energy and suffer -4 energy regeneration for 10 seconds - as proposed above, you would trade energy now for no energy later on. Erasculio 14:56, 21 July 2007 (UTC)

Instead of lose all energy maybe make it For 10 seconds your maximum energy is reduced by 7...9...10 and you suffer - 4 regen. Im not sure, its just not going to work making a Mesmer wait around for 10 seconds do nothing. Its completly unMesmery.--Renegade 15:33, 21 July 2007 (UTC)

Signet builds only, obviously. Standing idle for 10secs is not an option. What I wonder if you use this with maintained enchantments (/Mo /A), will the degen cancel them them? You'll be at zero energy with no energy regen, but not losing energy (From somthing other than the enchantments) either. Backsword 15:39, 21 July 2007 (UTC)

Honestly, I'd much rather it be something along the following lines: 1/4c 20r - "Gain 10...16...18 energy. For 10...8...8 seconds, you suffer -4 energy degeneration." Essentially, it acts like an energy "loan" - get fast energy now, pay it back over time. None of this "lose all energy and don't gain it back for 10 seconds" stuff - that's simply too unwieldy. Go to Aiiane's Talk page (Aiiane - talk - contribs) 15:42, 21 July 2007 (UTC)
How about this, although it'll probably be considered overpowered as a defense against e-denial.
Sacrifice all energy, for 10 seconds you experience -4 energy regeneration.
When this effect ends, gain back X% of energy sacrificed.
X being anywhere from, for example, 50-200%?--Redfeather 16:45, 21 July 2007 (UTC)
As I already mentioned, pretty much anything that locks you at 0 energy for a period of time is going to see little use.--Go to Aiiane's Talk page (Aiiane - talk - contribs) 16:54, 21 July 2007 (UTC)
It doesn't really lock you at 0. You can still get energy from Mantra of Recall ending, Symbols of Inspiration, Ether Signet after using this skill.--Redfeather 17:00, 21 July 2007 (UTC)
Not absolutely locking, no. But close enough that it's not worth bringing. Why bring an EM skill that requires you to use another to be of any real use?--Go to Aiiane's Talk page (Aiiane - talk - contribs) 17:06, 21 July 2007 (UTC)
I'm thinking, I'm thinking. lol I just want it to fit the name and be similar to Mantra of Recall's function. How about this!
For 10 seconds you experience -4 energy regen, after 10 seconds you gain X energy.--Redfeather 17:17, 21 July 2007 (UTC)
Essentially, the opposite of what I suggested above. The thing is, I still don't see your proposed version as being very useful, because it only does what natural regen already does, if a slight bit better. The opposite version I proposed, on the other hand, lets you temporarily "reverse" natural regen, making it actually useful for when you need energy "right now", while still requiring some thought to use, since you'll lose energy regen later. Go to Aiiane's Talk page (Aiiane - talk - contribs) 17:34, 21 July 2007 (UTC)

You gain 10...40% of the amount of energy between your current and your maximum, as the whole skill. (So if you were at 10 of 40, youd gain 10...40 of 30 energy. About 12 energy. Although you would use this at 0 energy and with high energy, so maybe you could get 50 energy down, and get about 22 energy back. Not bad.--Renegade 17:30, 21 July 2007 (UTC)

Scale the self-blackout effect so it lasts around 4 seconds at 10 inspiration magic (or) add a health bonus at the end of 10 seconds - around 80-100 hp at 10 inspiration.

Here we go! We don't really need any more e-management IMO, but we need another useful signet and it would be very nice for mesmers to have a heal in a signet based build. So here is my last attempt at a suggestion.  :D

Signet of Conversion:(1s,10r)
For 10 seconds, you have -4 Energy regeneration. You gain 50...130...150 health.--Redfeather 18:49, 21 July 2007 (UTC)
Wouldn't it be simpler to just say "you gain 50...130...150 health"? It's not like the time is going to chance, since signets can't be stripped or otherwise prematurely ended. Go to Aiiane's Talk page (Aiiane - talk - contribs) 18:55, 21 July 2007 (UTC)
Oooops. Yes that's right. I'm gonna change it.--Redfeather 19:02, 21 July 2007 (UTC)

Increase its activation time to 2 seconds and give it a proper buff. At one second, monks will be all over it if it's any good for mesmers. --Ufelder 07:45, 22 July 2007 (UTC)

I said I'd give no more suggestions, but here's one more. How about just 1 more condition mesmers can have. How about this skill causes you to become dazed. It could be useful with plague touch and sending then, although using either afterwards would be very tricky! Be a very fun and intersting skill. It's icon wouldn't need to be changed. It fits perfectly. :)

Signet of Delirium:(1s,10r)
You are healed for 50...130...150 health. Lose all energy and become dazed for 10 seconds.--Redfeather 14:45, 22 July 2007 (UTC)

My Suggestion: Signet of Recall (1c/20r) for 10 seconds you have -4 energy degeneration. If your energy drops to 0, you gain 3...20 energy.

If your energy drops to 0, you gain 3...20 energy and the effect ends. I think you may have something here. Except that if your energy is not moving up or down, hard to spend 4 energy, isn't it? If I may alter that slightly: Signet of Recall (1c/20r) for 10 you have -4 energy degeneration. If you attempt to cast a spell which you don't have the energy for, the spell is cast anyway, no energy is deducted, and the effect ends. -- 15:26, 16 July 2010 (UTC)

Could it be used this way by Me/A like the Jump Blackout thing ? 10:53, 26 July 2007 (UTC)

Using Focus Swaps does not make the skill good either[edit]

You can avoid not having energy to spend while your on 0 energy with a simple focus switch on a -7 set while casting the signet. Of course this does not increase the total energygain (which is mediocre)alot. If you combine it with Mantra of inscriptions you can keep signet of recall up 24/7 which nets you ~ 108(pure energy gain when the signet ends(on 10 inspiration))- 72 (losing 4 pips) = 36 energy/minute. Or 2 Pips. If you would get your pips back while your below 0 energy the skill would be really nice. It would require a lot of focusswitching to be efficient, but that is a good thing imo. --The preceding unsigned comment was added by User: .

The only way I would ever use this skill is if it gave you like 60 energy at lvl 10 - then Inspiration would prove a useful alternative to Energy Storage skills. Still though, all that weapon quick switch stuff gets annoying. --The preceding unsigned comment was added by User: .
The overall issue is, there's really no reason to bring this (as it currently works) over another EM skill, without just overpowering the amount of energy it gives - the mechanic is simply too unwieldy. Go to Aiiane's Talk page (Aiiane - talk - contribs) 18:02, 21 July 2007 (UTC)
So, can energy degen reduce your energy below 0? skaspaakssa 14:02, 22 July 2007 (UTC)
I think energy degen can't reduce you below 0. I still wish this skill did something different then e-management. So few new skills in EotN, it would be nice to have something new to play with.:( --Redfeather 14:20, 22 July 2007 (UTC)

A Skill for Adrenaline users.[edit]

Regarding the above debate, it seems unlikely this would be used on primary Mesmers. Or spellcasters at all. But consider the W/Me and P/Me. These would only lose an effective 2 pips, as IIRC energy degen will not send you into the negative, and they are not idle for the 10 secs; they would use adrenaline skills in that slot.

With that, they'd get an net energy gain of 0,302 sec @Insp 0 to 0,587 sec @insp 12. That seems more reasonable to me.

The main question would be why'd they want to go Mesmer secondary in the first place. Backsword 17:58, 21 July 2007 (UTC)

Decapitate 22:45, 21 July 2007 (UTC)
It also works to mitigate the drawback of "The Power is Yours!", although it's still a significant drawback. -- Gordon Ecker 00:03, 27 July 2007 (UTC)

Is that what the intention of this skill is? I was wondering why something like this would exist. With such a small pool of skills being added to EotN, I'm not so sure it's a good idea to have any that are going to see such limited use. :(--Redfeather 13:48, 22 July 2007 (UTC)


Would Ether Signet or Ether Lord work well with this? Ether Lord kills all your energy anyway, why not replenish it with this skill? You'd still only have 3 energy regeneration, but at least you'd get a refund after you're done. Kite 18:32, 21 July 2007 (UTC)

Signet of Recall -> Purge Signet -> Ether Signet? Or maybe Glyph of Essence -> Signet of Recall -> Diversion? --Racthoh 22:27, 21 July 2007 (UTC)

I can't say much about this skill, I'd rather test it before coming up with conclusions. Ether Lord isn't a bad idea, but I wouldn't invest too many skills for energy management. Ooo Glyph of Essence, now that's real good, but that glyph has a bad recharge though. Someone mentioned Decapitate. If timed correctly, you can do it so decapitate is initiated just before recall ends, and then volley it off with energy-based attacks. Seems fun.(Terra Xin 02:13, 22 July 2007 (UTC))

A 10 sec self-blackout is a big investment and needs bigger rewards[edit]

Any other skill in GW that makes your skillbar useless for x seconds has a big effect associated with it - blackout, PD, Shroud of silence, expunge enchants etc. This signet locks you out of the game for 10 seconds for a measly energy gain and is easily the worst excuse for an e-management skill ever. This is another one of those many "complexity for the sake of complexity and not fun or effective" mesmer skills. Another issue is that it's even worse if you do not use it at 0 or close to 0 energy.

The only scenarios when this would not be an self-blackout is when you're being bipped or BRed. But then do you really need this signet when you have a BiP in your team ?? Or in conjunction with scribe's insight or symbols of inspiration. But then why would you need to spend an elite slot and a regular slot for emanagement ??!

Suggestion : Scale the self-blackout effect so it lasts around 4 seconds at 10 inspiration magic (or) add a health bonus at the end of 10 seconds - around 80-100 hp at 10 inspiration.

When compared with other GW:EN e-management skills the mesmer ones are easily the worst.

This skill is currently a joke[edit]

Signet of recall needs a very big buff.

Currently it allows its user to lose all its energy, and to gain at 13 in Inspiration 19 energy points, at the cost of 10 seconds without its normal regen.

A mesmer have 4 arrows of energy regen, meaning that in 10 seconds he can recover 13 energy points.

So with Signet of recall the final energy gain is 19 - 13 = 6 energy points !

What is the point of this skill ?

Ether signet (which is far from being the best energy management skill) is far better then that.

Remove the initial energy lost, and greatly increase the final energy gain, and maybe this skill will be an average energy mangement skill.

Do you really want to give mesmer a good energy management skill ? Just look at the godly Glyph of lesser energy or Signet of lost souls, and stop taunting mesmer players with useless skills please.

(Trouveur 16:18, 22 July 2007 (UTC))

Somehow I feel a lot of mesmer skills are simply complex for the sake of complexity and offer nothing else. The biggest nerfs to mesmers has always been underpowered skills introduced with every campaign with overpowered skills for the other professions. The majority of the Nightfall elites and more than half of mesmer signets are examples. We don't need complexity or conditionals for a change. Just give us some straight forward effectiveness. --The preceding unsigned comment was added by User:Powercozmic .

Mesmers already have enough e-management skills. I'd rather any ineffective ones were tweaked instead of further diluting the waters with more.--Redfeather 16:57, 22 July 2007 (UTC)

I guess you could use this with scribes insight...?

You CAN use this with crappy symbols of inspiration and scribe's insight. But why would I need to use an 2 slots (1 elite and 1 regular) just for e-management ????!

Worst skill ever. I highly recommend trashing it completely and replacing it with ANYTHING else. Hell, just duplicate Glyph of Lesser Energy, call it Elite, and it'd be better than this.


Less Able to Make Effect.

Do one or all of the following to improve this skill.

  • Do away with the "lose all energy" part and tone down the energy gain SLIGHTLY.
  • Lose 30-5 energy.
  • Reduce the duration of this signet to 10-5 seconds.
  • Increase the energy gain dramatically. Say, to something more like 15-28 energy.
  • OR Make it able to target an ally and tone down the energy gain quite a bit.

Lou-Saydus 05:31, 23 July 2007 (UTC)

Make "Inspiration Magic" skills. Give the Mesmer something that can be used to inspire 'other' allies. None of this 'gain really small amounts of energy at the cost of being a mesmer'. (Terra Xin 01:11, 24 July 2007 (UTC))
This skill is lame indeed, yet I prefer the above mentioned idea of making this an energy "loan", reversing the timing of energy loss and energy gain. --Xeeron 12:16, 24 July 2007 (UTC)
This skill is a failure. I thought Anet realized that lose all energy skills are useless and are NEVER used?
I had hoped the same by now :\ losing all energy is just too heavy of a penalty to put up with in combat. And where else would you use energy management but in combat? --Lou-Saydus 01:09, 25 July 2007 (UTC)

This skill now owns. --Lou-Saydus 03:02, 27 July 2007 (UTC) *thanks izzy much*

Until you look at Castigation Signet, which gives more energy, recharges faster and does damage too... all in a line that's not meant for e-management. -- 17:35, 30 July 2007 (UTC)

One good thing about this skill[edit]

PvE mesmer mobs who use this are useless for 10 seconds! Even if they use signets, we know how "great" signet builds are. --Heelz 09:59, 23 July 2007 (UTC)

Signet of Recall. Lose half your current energy. For 10..5 seconds you have -4 energy degeneration. After 10 seconds, you gain 100%..200% of that energy back (maximum 20).

That gives a similar energy gain, but makes the skill more feasible for normal play--Skye Marin 03:54, 24 July 2007 (UTC)


Um, does it set regen to -4 as the description states? If so, cast a shitload of bonds on all party members and then keep this up with MoI. It may, or if it doesn't, should; just give an extra -4 instead of resetting to -4, though the description doesn't state this. — Skuld 12:24, 24 July 2007 (UTC)

4 + -4 = 0--Kishu 17:25, 24 July 2007 (UTC)

When skills say "you have -4 regeneration", that's not an absolute value, it's relative to your original regeneration. So if you had 8 bonds up, you'd have a total of +4-8-4 = -8 energy regeneration. That's just the standard for skill descriptions - if it has a + or a -, it's relative, not absolute. Go to Aiiane's Talk page (Aiiane - talk - contribs) 03:20, 25 July 2007 (UTC)

Baby Jebus[edit]

This skill makes baby Jebus cry. Please help him stop crying. :D --Redfeather 19:36, 25 July 2007 (UTC)

You're awesome Baddock User SirBaddock Sig.jpg 14:23, 21 May 2009 (UTC)


Would this skill go well with Ether Lord? You won't lose much energy since you have already lost it from Ether Lord. Ether Lord helps cancel out the Energy degeneration by adding regeneration, so during the 10 seconds, you still gain energy. 5 seconds into this, you could use Energy Tap to boost your energy up to around 15. 5 seconds later Signet of Recall ends and gives you another 20 energy. Thats gaining 40 energy in 10 seconds and draining/denying 17 energy from the target. Only thing I could come up with. --Deathwing 19:45, 25 July 2007 (UTC)

Ether Lord would put you at -1 energy regeneration for 10 seconds. --Redfeather 23:18, 25 July 2007 (UTC)
That is still a net of +3 energy, one pip lower than normal. --Deathwing 23:39, 25 July 2007 (UTC)
How useful. -_- I think we should just accept that this skill was conceived after several hours of binge drinking. Or it's just another dev joke on mesmers. --Heelz 23:48, 25 July 2007 (UTC)
Regaining 40 energy in 10 seconds is about the same as 12 energy regeneration. Other than that small use that I mentioned, I can't think of much else to do with it. --Deathwing 23:52, 25 July 2007 (UTC)
You'd need a slightly more hex-oriented team to keep that Ether Lord on long enough to do its job. Then there's the recharge on it. Over a period of a minute, you'd be gaining about 2 energy per second, but using 3 skills. Might be worth it in an e-deny team, but I seriously doubt it. --Kale Ironfist 23:59, 25 July 2007 (UTC)
Izzy pointed out on the main discussion page this skill is intended to hide energy for oddball builds. We shouldn't think of this as e-management. It is unfortunately such a restrictive skill I'm curious if anyone will use it considering the alternatives. --Redfeather 00:39, 26 July 2007 (UTC)
Why almost all the oddball skills seem to be given to the mesmer whereas the multipurpose good skills seem to be given to the necro ? (Trouveur 11:08, 26 July 2007 (UTC))
Because Mesmers deal with illusions. The illusions of having good skills. But really, a Mesmer can shutdown attackers and casters. Necros can only really totally shutdown attackers. Mesmers have some really good Diversion. You can't argue that getting a skill disabled by Diversion doesn't ruin ya day. --Deathwing 11:14, 26 July 2007 (UTC)
Actually, if you brought Signet of Recall, you could use it to get rid of Diversion on your back and then be happy because you won't have to bother with all the focus switching required to make this skill worth half what other inspirations skill are (which is already really not much!). Seriously this skill is downright attrocious Patccmoi 15:30, 26 July 2007 (UTC)
(resetting indent) Honestly, to be used with Ether Lord, I would think that you would want to pre-cast this BEFORE ether lord, and when it's nearing it's end (1-3 seconds after ether lord would be finished casting) to cast ether lord, lose the remainder of your energy, then gain this energy back, it's simply being able to hide even more energy. a weapon swap and this, would give you quite a deal of energy. As well as being similar to Zelous Vow to some extent... As you can gain more energy from this skill than would normally be gained from passive regeneration, you'd need to manage energy carefully however.Devvu 01:47, 3 August 2007 (UTC)
^ Is a very good suggestion Devvu. I never thought of that.--Redfeather 05:48, 3 August 2007 (UTC)
When I suggested Ether Lord, this skill drained all energy, so pre-casting this wouldn't go too well. --Deathwing 05:51, 3 August 2007 (UTC)

Synergises well with "The Power Is Yours!". Tycn 00:50, 28 July 2007 (UTC)

Hey, that's right. It was. I'm so tired. Woooot. Long Weekend! :D --Redfeather 19:36, 3 August 2007 (UTC)

Translation Suggestions[edit]

To avoid some bad skill translations i'm opening a comment for new skills so everybody can post their translation suggestions in various languages, have fun :) --YukoIshii 00:15, 2 August 2007 (UTC)

Italian: Sigillo del Ricordo --YukoIshii 00:15, 2 August 2007 (UTC)

leet: 5iGn37 0F r3c4ll --Deathwing 19:48, 2 August 2007 (UTC)

Made my day. User Raine R.gif is for Raine, etc. 22:45, 26 June 2010 (UTC)

French: Sceau de Rappel Utaku

Only 5 or 6 energy net gain?[edit]

At 10 inspiration this signet grants a net energy gain of 5 every 20 seconds. Sorry, but I'm not going to buy it nor unlock it. It would be a wasted slot. --Lumenil 06:56, 20 August 2007 (UTC)

Maybe change to 2 energy degen instead of 4?--Atlas Oranos 08:11, 31 August 2007 (UTC)
It's made to be used with "lose all energy" skills. Manage your energy while the degen is active, then hit your lose all skill right before it ends. Bam, instantly back up to a manageable level. User GD Defender sig.png|GD Defender / contribs 08:33, 31 August 2007 (UTC)

Anyone use this skill?[edit]

Just curious.--Atlas Oranos 01:04, 17 September 2007 (UTC)

Yes, 3 people in the whole world. 11:53, 27 December 2007 (UTC)
Post it on PvX wiki and watch three quarters of gw use it -- 21:45, 26 April 2010 (UTC)


What is the point of using this skill again??William Wallace 19:32, 16 April 2008 (UTC)

if you read some of the earlier comments, u'll see what the purpose of this skill is. --VVong|BA 19:41, 16 April 2008 (UTC)

And that is sacrificing energy gain and making your character useless in battle? The energy lost from this skill does not justify the gain and glyph of lesser energy is far superior skill than this one.William Wallace 23:06, 26 April 2008 (UTC)

I use this skill on my pve Cry of Pain aoe spiker. 15 fastcast, 15inspiration, 3 protection

Mantra of Recovery.jpg
Mantra of Recovery
Ether Nightmare.jpg
Ether Nightmare
Arcane Echo.jpg
Arcane Echo
Cry of Pain.jpg
Cry of Pain
Signet of Recall.jpg
Signet of Recall
Ether Signet.jpg
Ether Signet

If used every time its recharged you can compare it to having 1pip of e-regen. Ether sig at r15 is a touch more then 1pip e-regen. So without skill recharge reduction that targets signets as well (like serpents quickness, QZ, the mesmer stances or essence of celerity) i get an additional 2pips of energy regen always or right when i need it. On my build i use Signet of recall before anything else (gotta have a large enough energy pool to pull off one full "cast-chain") then i do cast chain. by the time casting is done this lil gem kicks in. if i drop low again i drop ether signet for a healthy 20e again. if i need more then that then the team really blows since this build alone knocks off ~1/3 health off all monsters in the area within 5secs and another 200health 8secs after first cast chain...ignoring the degen from ether nightmare.--Justice 04:08, 23 July 2008 (UTC)

Functionality change suggestion[edit]

Signet of Recall Signet of Recall 1 Activation time30 Recharge time Signet. After 10 seconds, you lose all energy and gain the amount of energy you had when activating Signet of Recall.

Please no. It's a broken functionality, even if it's not overpowered. It'd be quite literally the strongest energy management in the game; you could just activate it on a high set and swap to a low set when it's about to end for ten seconds of a basically endless energy pool. — Raine Valen User Raine R.gif 1:48, 21 Aug 2010 (UTC)

If it had a max value that was associated with it the attribute level it wouldn't be as bad, but I do agree. Oh well, this is not the right place to post suggestions anyways so most won't even see it. I made some suggestions for SoR too not too long ago: Feedback:User/Previously_Unsigned/Signet_of_Recall Previously Unsigned 02:36, 21 August 2010 (UTC)
You're right, it would be very overpowered on any Mesmer secondary. Perhaps adding a (max: 0...20 Energy) clause on the end would be better. -- 03:02, 21 August 2010 (UTC)
Just get an account and suggest it on the feedback space. They do read the it, even if it seems not like it. Never know what could happen. 03:58, 21 August 2010 (UTC)