User:Shireen/X/X Keystone Signet

I decided to grab the most difficult skill for Defiants Little Contest. Here is what I got so far.

The current incarnation
[build prof=Mesmer/any insp=12+1+1 dom=10+1 illus=6+1 fast=6][signet of weariness][signet of disenchantment][signet of humility][Keystone Signet][mantra of inscriptions][soothing images][ether lord][resurrection signet][/build]


 * Give yourself a +5 +5  defensive  inspiration staff with 20% cast redux.
 * Artificiers Insignia on Chest and Legs, Survivor insignia on all other spots
 * Health runes or condition redux runes for remaining rune slots.

 Usage and theory 

Zero damage, zero inturupt build, but can acomplish rapid, group wide e-denial no other build set up offers. You also have the most frequent, most reliable disenchant in the game loaded on your bar. 2 spells and one long lasting stance means you can easily, and willingly dump ether lord or disenchants at will. Soothing images will nerf warrior trains inbound, and signet of humility will 'break' most build and nerf monks with repeated application.


 * Best used in a 'survivor' group - which gives application to HA and GVG
 * Support role, only damage output is wanding, which you should use to get the running monk.

Pros:
 * Able to affect ANY profession
 * (Soothing images will lock down paragons and warriors for a good time)
 * (Every build sufferes from lack of energy)
 * (Every real PvP build has an elite)
 * (Ether lord will make signet of weariness even more effective)
 * (Signet of Disenchantment removes any enchant under any condition, goes through spell breaker)


 * Able to e-deny groups of people (very effective against warrior trains), and e-denial is comparable to a mesmer using 3 energy stealing skills in it's frequency.
 * Is nearly immune to e-denial it'self.
 * Spell interupts have little effect on this build (nearly imune to migrane and the like)
 * Strength of this build comes in sustainment, rather than instnat gratification. Can 'outdistance' shut down and e-denial capabilities of other build.  (Hence the GVG use).

Cons:
 * Zero Damage output, unable to assist in spikes other than prep and prevent recovery
 * No self heal, reliant upon monks, though does have 70 or 85 armor to help survivability
 * Does not interupt, if they have the energy, they will get the effect off
 * Signets are prone to easy ranger interuption
 * Ignorance and rust will completely take you out of the fight

Open for sugestions on discussion page.

What Keystone means
To create a successful signet build, one has to utilize available signet to reach a level of functionality equal to, or superior to current energy using builds. Keystone Signet really vamps up the speed at which those signets could be utilized to their effect.

Initial thoughts: Signets use zero energy
 * This brings up the concept that you are now freeing up more energy for the expensive spells and skills, or you can maintain 4 full enchantments without the need for extreme energy management. (Monk spells come to mind)

Signets can target foes through 'Spell breaker' type defensive skills.
 * You can cause damage, heal, and strip enchantments with signets through spell breaker, the assasin shroud, vow of silence, etc...

A few signets have already conditional instant-recharges.
 * Keystone would just give you a 'oops' recovery device if you f* up...

- Signets cast slowly, have long recharges and typically have oddball effects not created elsewhere. Ill list em all with potentials later.

Insanity Of a build
What most likely will happen [build prof=Any/Mesmer][Keystone Signet][/build]

What may happen [build prof=Mesmer/any][Keystone Signet][/build]

Observations of skill interaction to improve Keystone Signet
Attribute point cost for each rank.

Serpents Quickness and Quickining Zepher both recharge Signant Skills. Possible use for a team build. You can confirm this in the area outside of the Balthazar temple.

Cost of 21 Attribute points  13 second turn around. [build prof=Mesmer/any insp=6 fast=6][Keystone Signet][mantra of inscriptions] [Symbolic Posture][Mantra of Signets][Symbolic Celerity][/build]

Cost of 48 Attribute points  12 second turn around [build prof=Mesmer/any insp=9 fast=9][Keystone Signet][mantra of inscriptions][Symbolic Posture][Mantra of Signets][Symbolic Celerity][/build]

Cost of 97 Attribute points  11 second turn around [build prof=Mesmer/any insp=12 fast=12][Keystone Signet][mantra of inscriptions][Symbolic Posture][Mantra of Signets][Symbolic Celerity][/build]

Cost of 97 Attribute points and 35 health  10 second turn around [build prof=Mesmer/any insp=15 fast=15][Keystone Signet][mantra of inscriptions][Symbolic Posture][Mantra of Signets][Symbolic Celerity][/build]

What the above means
Mantra of Signants and it's fast casting counterpart are good if you intend to accomplish a 'signant chain' of 3 or fewer signants, though will leave your twiddling your thumbs for 20 seconds. But you are capable of removing inspiration points to increase off attribute signants when utilizing the fast casting sets.

For 4 or more signants it is advizeable to utilize mantra of inscriptions for sustained, steady, continual use of signants (or for pressure builds). Signant damage is still inferior to spell damage (Unatural and the necro being the exceptions, but those are only under specific situations).

The one usage of a signant 'speed boost' is limited in it's application in practice. It's great that you can get a 5 second re-usable res sig off in 2.5 (paragon) but is not practical. Only usable in damage spikes, but then, damage signants are inferior to spell casting.

Strongest use of Keystone would be sustained pressure with one or two backup spells. Shut down has the greatest potential.

The other possible use would be the necro signants, where there is life steal and health recovery. Damage, unfortunately is substandandard. Though with the right, high cost support spells, might prove usefull.

Classes with signets

 * Necromancer - Highest damage and possible self survival with use of soul reaping signets.
 * Mesmer - Interrupts, minor damage, e-denial, hex clearing, enchantment removal
 * Monk - Damage, healing, Condition/Hex removal (would need to be primary for DF signet for healing).
 * Paragon - Party + other healing, self condition removal, re-usable resurrection signet
 * Warrior - Damage signet, healing Signet
 * Ranger - Condition Removal
 * Ritualist - Spirit altering Signets, possible 30 second destruction time to all spirits in ear shot (could be useful).
 * Assassin - Several conditional Spike Signets, would be difficult for ME-A to trigger, Deadly paradox is already proven superior for assassin signet management (but could it be done with both?)
 * Elementalist - No Signets, they run off glyphs, but there is potential for a great deal of energy gain and recovery with Mesmer skill stacks...