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View Full Version : Signet of Creation to keep alive spirits?



Valerria
04-05-2006, 15:50
I think it even gives minions regen, but all spirits and such will die in 30 seconds.

How about using it and putting death nova on minions...

Phoebus
04-05-2006, 16:45
http://forums.gwonline.net/showthread.php?t=384667

Asiatic
24-07-2006, 20:40
Actually, I wanted to know if it works against a MM. I tried this in AB, but I don't think it works. I used Signet of Creation in the middle of a horde, I was watching their health, but did not seem to go up.

"All spirits and animated creatures in the area gain +1..6..7 Health regeneration. After 30 seconds, those spirits and creatures are destroyed."

When it said "All" I'm assuming it should affect opposing minnions.

Is this correct? It would be a nice way to get rid of them.

Ashin
24-07-2006, 20:49
That's an interesting angle heh. I never thought to try it. It seems to me that it only works on friendly units.. but this bears further experimentation imo. It should be easy to see whether the little swirling animation is displayed on enemy minions, or not.

Forgotten Legend
24-07-2006, 20:50
Actually, I wanted to know if it works against a MM. I tried this in AB, but I don't think it works. I used Signet of Creation in the middle of a horde, I was watching their health, but did not seem to go up.

"All spirits and animated creatures in the area gain +1..6..7 Health regeneration. After 30 seconds, those spirits and creatures are destroyed."

When it said "All" I'm assuming it should affect opposing minnions.

Is this correct? It would be a nice way to get rid of them.

"all *allied* spirits and..." is how i believe it works, and remember, in the area means 'double adjacent range'. however, i have not tested this at all, so feel free to try it out in scrimmag mode. my name is my IGN if you can't find anyone to help you test it...

and also remember, that minions start with 1 pip of degen, and gain one more pip avery 20 seconds they are alive. so if they were alive long enough, and the sig *did* affect them, they would appear to have steady health, instead of regen...

to the OP: actually, boon of creation, explosive growth, animate bone minions, sig of creation, death nova, is a popluar combo among ritualist minion bombers ;-) i've used it myself when i take out henchemen, but it doesn't work too well in a masters group, because of how long it takes to death nova all your minions after you sig of creation them... that is, if you intend on setting them all off next to each other at the same time...

Selene Raseth
25-07-2006, 02:50
Could be useful for spirits such as union and displacement. Get the 7 pip regen as a rit lord could add up to 420 health to each spirit. And can raise them back in good time. Useful against spikes, such as SB/RI.

Ashin
25-07-2006, 08:37
Certainly I think its greatest use is as a protection spirit spammer with RL and boon. I don't know about the math as much as others here do, but just know that in practice, its a huge buff to the protection you can provide. Actually I can't believe that I ever tried being a protection RL without this skill on my bar. I would never go without it again.

Servant of Kali
25-07-2006, 09:04
Could be useful for spirits such as union and displacement.

It's used for Shelter and Union. Displacement only sometimes, because in most cases dies in an instant.

Asiatic
15-08-2006, 15:01
The only problem is if I have a MM in my group, he/she would not appreciate me time bombing his/her minnions. :sad:

Thanks
Asiatic

Tozen
15-08-2006, 18:00
It's another Rit skill that has a triple use (one of my favorite things about this profession)

1) It can be used defensively when you're dropping a lot of spirits and not carrying Rit Lord (like when you're using wanderlust for example.) Bunched spirits are easy targets for AoE skills, but with Signet of Creation you can keep them up for the duration they were intended to stay.

2) It can used WITH a rit lord build selectively on spirits like Shelter, which tend to last for a decent amount of time by themselves and with an added push could go even longer.

3) With a low rank in Spawning Power (meaning any profession with ritualist secondary can do this) it becomes a weapon against minion masters. The assassin especially can do this well by using shadow form and stepping into a MM's full group!

EDIT: I just remembered, but trying to keep spirits alive in the degen room of the deep HURTS without sig of creation.

Servant of Kali
15-08-2006, 20:10
Asiatic - if MM is in your group, just stay a bit away from him. I have played a lot with MM in my group, and i do admit it's tricky, and often i had to avoid using that skill when MM would be just passing by me. It still didnt make the skill completely useless tho.

Asiatic
21-08-2006, 17:38
But, how far is a bit? Because I was hoping it would be the same distance as the effectiveness of my spirits...or maybe not. Need to experiment.