Talk:Plague Signet

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Usage[edit]

I'm gonna take a guess here, and say that the passive is increasing the duration of conditions you apply. to any noobs out there: DON'T PUT THAT UP! It's just a guess, but I'll be right. Shadowed Ritualist 00:53, 7 September 2010 (UTC)

GW2G mentions that the passive effect of this skill is to transfer conditions from nearby allies to you. Erasculio 01:14, 7 September 2010 (UTC)
That seems overpowered without a limit (Plague Signet can only transfer X conditions to you every Y seconds). All conditions coming into the party automatically go to you, only to be put back on the enemies, resulting in a party completely immune to all conditions. ~ Bow User Bow Sig.png | 01:26, 7 September 2010 (UTC)
Actually, considering how some conditions can stack, if this has a high recharge it's going to be more trouble than it's worth. Imagine automatically receiving conditions from a bunch of people while you can't transfer them to an enemy. Erasculio 01:31, 7 September 2010 (UTC)
Isn't a signet's passive effect disabled while it recharges? -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 03:24, 7 September 2010 (UTC)
Yup for the whole duration of the cooldown passive effect is disabled too - makes Feral Signet not worth activating to me, unless you got something else triggered via pet' s criticals - CaiusTheBig User talk:Caiusthebig 13:28, 7 September 2010 (UTC)
100% of attacks that can crit would be a decent spike. Also, until it is tested and proven not to work. Think about using Alpha strike then Feral Signet. Carnage would be had. Venom20 User Venom20-icon-0602-sm-black.png 13:56, 7 September 2010 (UTC)
It's not just the recharge time that's an issue. Assuming conditions are powerful enough to have a real effect, do you really want to be an automatic condition magnet? Especially since non-shutdown conditions stack. I'm not sure this can be sanely balanced. Either conditions are weak, or you risk condition-spiking yourself any time you enter a combat zone. The preceding unsigned comment was added by Nom (talkcontribs).
Well if the effects are inactive while its recharging, depending on the recharge, the effectiveness of this skill would be really useful, but it would also not be a death trap to you. If the recharge is lets say 30 seconds, then you would have 30 second after activation that you wouldn't get conditions from party members. To me, this skill is great! I going to use it for sure!--Yozuk 04:03, 21 January 2011 (UTC)
Agreed. If you are in a bad way and you don't want to attract conditions, you can simply spam the skill on recharge, effectively disabling it. ╺┛prʘcess.executıʘn┗╸ 04:47, 21 January 2011 (UTC)
Wonder how this works with Blackout. Does it prevent the user from ridding himself of the conditions? If so, this is the new Saccer build's staple skill...--Ph03n1x 03:49, 25 January 2011 (UTC)
It would prevent them from activating the signet, but I am fairly positive the passive effect would still work. EiveTalk 07:12, 25 January 2011 (UTC)

Infinite Loop[edit]

So what happens if two necros have this at the same time?Strill 10:16, 12 September 2010 (UTC)

Maybe internal CD or something like that.--Inoshiro 10:33, 12 September 2010 (UTC)

When the condition transfers it does not reset the conditions time allotment so it would eventually wear off. The preceding unsigned comment was added by CalebNyte (talkcontribs).

How would a passive effect have a cooldown? Err? Passive is just that. Passive. Always active as long as you have it with you. --Naoroji User Naoroji Golem - Green.jpg 14:07, 12 September 2010 (UTC)
Signets lose their passive effects once activated as seen above, that's irrelevant to this section. OP is asking about the passive effect's condition transference when there are two necromancers with Plague Signet in the party (for example, if bleed is inflicted, does it get transferred to one of them, then the other, then the other, etc.). The most likely scenarios are: the condition goes to only one (randomly, like tiebreakers in GW), the condition only goes to the closest, or the condition goes to all necromancers with Plague Signet. The transferred conditions themselves probably won't be considered inflicted, thus not triggering another Plague Signet's passive transference causing an infinite loop. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 14:25, 12 September 2010 (UTC)

It goes to the closest necro with the signet and yes it would transfer to the other necro if he came within range. The preceding unsigned comment was added by CalebNyte (talkcontribs).

So you're saying that it only activates when the necros enter the signet's range?
Conditions just vanish when 2 necros both using plague signet come into range.

Combo with Consume Conditions?[edit]

Wouldn't this skill work well with the Healing skill Consume Conditions that necro gets?

Consume Conditions Lose all conditions, gaining more health as each is consumed. [15s]
Plague Signet Passive: You pull allies' conditions to yourself. Active: Send your conditions to a foe. [40s]

You could basically keep Plague signet absorbing all of your allies' conditions and then use those conditions to heal yourself over and over. Your allies would be perfectly fine, while you would heal up all the damage done to you. Would make for very good support.

PS- Also, I don't see Consume Conditions posted on here. I found out about it from GW2 Guru.[[1]] --DXD 21:12, 24 April 2011 (UTC)

Wiki only documents first-hand information and data. Though Guru's official compendium is probably accurate, please provide a source that shows the skill in-game. Thanks! - Infinite - talk 21:59, 24 April 2011 (UTC)
We'll have to see how this skill reacts with Blackout, first. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 23:01, 24 April 2011 (UTC)
Found evidence of it.
[2] Check 3:57 and pause it really fast, the guy hovers over the skill.
Also, I think it says 10 energy and No recharge, but the guy is still low level, so the enrgy will prob. scale.--DXD 01:53, 25 April 2011 (UTC)
Actually it says 140 energy and 15s recharge. 91.82.182.102 07:08, 25 April 2011 (UTC)
As for the combination; it could definitely help if your opponent's team uses a condition spike (as you would have it all travel to yourself). As for generic synergy.. Recharge time on Consume is 15 seconds, which means that only every 15 seconds you can heal yourself with all the conditions drawn in. In the mean time you could be suffering from many, many conditions. Also, as per Sparky; Blackout is a condition. The trade-off from this skill may not at all be worth it. I hope there's traits that allow you to modify this skill to not draw in particularly deadly conditions. - Infinite - talk 11:43, 25 April 2011 (UTC)
The only part I'm really worried about is exactly how much you heal from each condition, because even though the stream of conditions will be deadly, if the heal is significant it can more than make up for it. Like, if they expect you will have only 5 conditions on you, they gotta make it strong enough that those 5 conditions can heal you as effectively as say the Well of Blood & the Healing minion. Also, how often will Blackout really be sent out?
Also, though the combination would make the necro die alot most likely, the dps put out by your teammates who have no effects harming them would be astronomical, because they wouldnt have to worry about conditions preventing them from fighting. Sacrificing 1 for the many i suppose. --DXD 19:39, 25 April 2011 (UTC)
Currently, blackout appears very rare, but I can imagine certain bosses using it, maybe even in an area. I doubt the necromancer is going to die very fast, and I am sure this utility skill (hint, it's in the name of the slot) will prove useful in certain situations. Also, don't forget to sign your comments with 4 tildes ( ~~~~ ). - Infinite - talk 19:21, 25 April 2011 (UTC)
Some other skills have to deal with conditions for the necromancer as well. Like Putrid Mark. You could set your whole build to be able to control conditions and send conditions back to your foes. Its not about using 2 skills as a combo but about using your entire build as a combo.--Yozuk 03:42, 21 August 2011 (UTC)
Deathly Swarm is also helpful in those builds. Gnarf 09:23, 13 April 2012 (UTC)

Passive Skill Range Bug[edit]

The tool-tip says the passive range is 1200, yet it seems to be a lot lower around 400-500. (BorderlineMeek 15:59, 8 September 2012 (UTC))

triggering time[edit]

This triggers every 3 seconds

A very easy way to find out how often Plague Signet triggers is stand in any zone where you are invulnerable (like your WvW main Keep) and slotting it. Every 3 seconds you will get an 'Invulnerable' screen message. This does NOT show up when the sigil is abandoned. It might still be that once it *sucessfully* transfers conditions (via the passive, obviously) there is a longer cooldown than 3 seconds. A very easy way to confirm this would be 2 necros, one who triggers conditions on himself via skills, the other using Plague Signet.

No longer bugged?[edit]

I don't think this is still bugged like the page says. It definitely pulls conditions off of allies rather than copying them. I tested this during an NPC escort mission and let them fight enemies that inflict conditions, then watched as their conditions disappeared and the remainding duration appeared on me. As to how many conditions/allies are affected at a time or the interval or range, I don't know. Anyone care to confirm or help test? I'll add more details if I discover them. tanpopo 11:47, 18 October 2012 (UTC)

Update: In the Mists, used Blood Is Power and Corrupt Boon on one golem, inflicting bleeding and poison on myself, then activated the signet on another golem and sent both conditions to it. Also, using a flesh golem and fighting some condition-inflicting Risen, I would consistently draw one condition off of it every three seconds. Now, sometimes it'd seem like I'd draw multiple conditions during the first wave or hit of conditions, but it was hard to tell. I also couldn't test to see if it draws one condition off of each ally in the effective radius, but I'm inclined to think it does based on my experiences in Twilight Arbor. I'm going to remove the bug notes, but the page still needs more details about the workings of the signet. tanpopo 10:31, 25 October 2012 (UTC)

are minions considered allies? how does this interact with Fetid Consumption? ("Minions draw conditions. Each minion can draw one condition every 10 seconds.")

Tested this in the Mists with Blood Is Power and various minions, and discovered that minions simply make the conditions vanish when they draw them, or at least it did with bleeding and vulnerability. So in theory you might be able to pull conditions inflicted on them by enemies, then have the minions pull them back off you and essentially erase them, albeit at a ten-second interval. My guess is that it's another bug though... tanpopo 10:31, 25 October 2012 (UTC)

Radius[edit]

All effects on "nearby allies" that I know about have a radius of 600. I'm very skeptic that the radius of this skill can be 1200. Can someone please confirm? I'm inclined to say that we should have the radius as 600 until someone can confirm that it is 1200. --Wisdawn (talk) 22:23, 24 October 2014 (UTC)

Specific range words aren't nearly as clearly-defined in this game as they were in GW1. The range/radius skill fact should always be trusted over whatever qualitative word is used in the description. —Dr Ishmael User Dr ishmael Diablo the chicken.png 00:26, 25 October 2014 (UTC)
I can confirm with 100% certainty that it is 1,200. — Rhoot User Rhoot sig.png 00:32, 25 October 2014 (UTC)

Ally Count[edit]

How many allies are affected? I mean, from how many allies do you transfer the conditions to yourself every interval?