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* For Mesmer/Necromancers or Necromancer/Mesmers, the fact that this skill blinds you as well can be used to your advantage if combined with skills which transfer conditions, such as [[Plague Touch]], [[Plague Sending]], or [[Epidemic]]. |
* For Mesmer/Necromancers or Necromancer/Mesmers, the fact that this skill blinds you as well can be used to your advantage if combined with skills which transfer conditions, such as [[Plague Touch]], [[Plague Sending]], or [[Epidemic]]. |
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* For Me/R or R/Me, consider using this in tandem with [[Antidote Signet]] to remove the blindness on yourself. |
* For Me/R or R/Me, consider using this in tandem with [[Antidote Signet]] to remove the blindness on yourself. |
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− | * For most spell casters, blindness is not that much of a disadvantage. Since blindness does not affect casting spells, a mesmer will still be quite effective versus those that rely upon sight (Assassins, Rangers, Warriors, and Dervishes). |
+ | * For most spell casters, blindness is not that much of a disadvantage. Since blindness does not affect casting spells, a mesmer will still be quite effective versus those that rely upon sight (Assassins, Rangers, Paragons, Warriors, and Dervishes). |
* For A/Me or Me/A, you can also use [[Signet of Malice]] right after using Signet of Midnight for an effective, entirely energy-free blind infliction. |
* For A/Me or Me/A, you can also use [[Signet of Malice]] right after using Signet of Midnight for an effective, entirely energy-free blind infliction. |
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*Combine with [[Mantra of Inscriptions]] or [[Mantra of Signets]] to use Signet of midnight more often. |
*Combine with [[Mantra of Inscriptions]] or [[Mantra of Signets]] to use Signet of midnight more often. |
Revision as of 17:49, 10 January 2007
Skill details
Signet of Midnight | ||||||||||||
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Full: You and target touched foe become Blinded for 15 seconds.
Concise: (15 seconds.) Inflicts Blindness condition. You suffer from Blindness (15 seconds).
Acquisition
Notes
- This skill is much more useful defensively than offensively. Due to its touch range, it is rarely a good idea to plunge headlong into the fray with your fragile Mesmer's armor with the intent to blind your target, but it can be a complete lifesaver if a melee user (be it an enemy Warrior or a Bladed Aatxe) decides to feast on your squishy flesh.
- For Mesmer/Necromancers or Necromancer/Mesmers, the fact that this skill blinds you as well can be used to your advantage if combined with skills which transfer conditions, such as Plague Touch, Plague Sending, or Epidemic.
- For Me/R or R/Me, consider using this in tandem with Antidote Signet to remove the blindness on yourself.
- For most spell casters, blindness is not that much of a disadvantage. Since blindness does not affect casting spells, a mesmer will still be quite effective versus those that rely upon sight (Assassins, Rangers, Paragons, Warriors, and Dervishes).
- For A/Me or Me/A, you can also use Signet of Malice right after using Signet of Midnight for an effective, entirely energy-free blind infliction.
- Combine with Mantra of Inscriptions or Mantra of Signets to use Signet of midnight more often.
- For D/Me or Me/D, this combines very well with Sand Shards to take advantage of the blindness inflicted upon you to do large amounts of AoE damage when Scythe Attacks are spammed.
- A Rit/Me or Me/Rit can gain huge defensive bonuses using this together with Resilient Weapon and Resilient Was Xiko to potentially gain up to +7 health regeneration and +24 armour.