Talk:Archer's Signet

The only use I can see is to neutralise the HUGE cost of Concussion Shot.--Spawn 12:01, 23 May 2006 (CDT)
 * consider a bow spike build with four spikes, at 10 expertese, you can fire them all off at no energy cost, and then start your normal attack method. provided your not attacking normally for those first few shots, it could be quite powerful in PvP. --Honorable Sarah [[image:Honorable_Icon.gif]] 14:27, 23 June 2006 (CDT)
 * But isn't Punishing Shot a better use of your elite slot in an Rspike build?--Spawn 09:02, 21 July 2006 (CDT)
 * Good use for spamming high cost bow attacks because it lasts 30 sec, and leaves room for a little more variety, probably want to use Mesmer skills or Serpent's Quickness to make real use of it.--Relyk 02:52, 15 February 2007 (CST)

I don't get this, the only reason you would want this is if you didn't have expertise, but it needs expertise to use it.. Skuld  05:11, 26 May 2006 (CDT)
 * Yes.. its quite underpowered. Rather same story with Stolen Speed elite for mesmer, it speeds up your spell casting(eliminating need for fast casting) but it requires fast casting to work. But that is still more useful than this... Robin of Glory  [[image:Energy_Surge.jpg|20px]] 05:37, 29 July 2006 (CDT)
 * Seriously, They should have just made it marksmanship lol. (Not a fifty five 22:19, 19 September 2006 (CDT))

I need someone to confirm if this skill counts the remaining uses correctly in the Effects Monitor. Seth Crimsionflare 02:13pm, 02 June 2006 (GTM)


 * I just capped it, it doesn't keep track of remaining uses. -- Gordon Ecker 02:43, 11 September 2006 (CDT)

I guess a possible use is for an R/Mo to keep Succors, Mending, Watchful Spirit, or whatever up on 3 other people...and you use the signet for interrupts...for 6 interrupts...every 45 seconds...yeah, I got nothing -_-; --waywrong 23:18, 24 November 2006 (CST)

How about a R/Me that could use an instant sig recharge stance and some powerful but expensive messie spells like Conjure Nightmare, followed up by six free bow attacks since you don't have any energy left now?-- Windjammer 02:57, 13 February 2007 (CST)

Archer's Signet at Expertise 9.
Archer's Signet has sweet spots are 9 and 12. Expertise also has a sweet spot at 9 (for ten point skills), and 9 is a lot more affordable than Expertise 12 or 14. In fact it let's you pull your third skill up to 10, assuming you have MS:12+1+2 and EX:7+2.

For me, Archer's Signet is made for taking advantage of the best Daze attack in the game.

At Marksmanship 15, Expertise 9 you can Daze a caster for 20s, every 5s. You could potentially Daze an entire enemy team, and a Silencing Bowstring would bring the duration up to 26.6s (right?). Or you could use it against the same enemy every time they remove it, and Concussion Shot may have less downtime than their condition removal anyway. It's not a stance and it's not a prep. So you can still use Serpent's Quickness to bring the Signet's refresh time down to 30s, and use a prep to either cover the condition or increase your damage.

I have two Archer's Signet builds, the Wilderness Survival one is something like Read The Wind or Apply Poison, Serpent's Quickness, Archer's Signet, Pin Down, Concussion Shot, next target, Concussion Shot, next target Pin Down, Concussion Shot. Throw Dirt (works well with SQ), Troll's Unguent and either a Res or Frozen Soil (world's most annoying ranger, 2006 and 2007)

The big mistake is thinking that just because this only works with Bow Attacks, then you are limited to using a bow (not great for chasing dazed targets). My other Archer's Signet build has a pet with Call of Haste and Maiming Strike, then you're not only helping with the pressure (the pet will stick to the first target for a while), you're also freeing up your Archer's Signet usages so that you can use Concussion Shot a full five times over the next thirty seconds. Serpent's Quickness doesn't need any points in WS to make Archers Signet to cycle.

Maybe I should post the builds... jzf 10:34, 29 March 2007 (CDT)