[Pvx] Runes and sigils.

[Pvx] Runes and sigils.

in Profession Balance

Posted by: NinjaEd.3946

NinjaEd.3946

Short: April pack tried, helped, didn’t really succeed imo. Still a ton of options that fit into no build and a load of pvp related complaints from double sigil proc builds.

Sigil Functions
-Fire/air combo is now considered a “same type” sigil and will not function together. As compensation, increase the base damage of these sigils slightly.

Sigils

-Air: increase base damage to 1270 (33% bonus).
-Fire: Increase power coefficient to 1.05.
-Torment: Reduce cooldown to 3 seconds.
-Earth: reduce cooldown to 1 second.
-Purity: Reduce cooldown to 7 seconds.
-Nullification: Reduce cooldown to 5 seconds.

-Damage % against enemy types: Removed. Obtainable from crafting now as an utility infusion slot of ascended gear. (no minor or major version ofcourse). Crafting materials require bloodstone bricks, a drop from the respective enemy type (centaur = hooves, grawl = fur, ogre = brittle bones, etc), mystic coins, and philosopher’s stones.

-Impact and night: Remain as sigils of their own type.
-Malice: unlock in pvp.

Runes

-Adventurer: Changed 4th effect to remove 1 condition on healing skill activation. Changed 6th effect to passively increase endurance regeneration by 15% while under the effects of swiftness.

-Air: 6th effect now strikes the nearest enemy with a lightning strike when you gain swiftness (ICD 10 seconds) instead of when hit.

-Balthazar: 4th effect now proc’s cleansing fire (ele skill) when you hit 20% health with an ICD of 60 seconds instead of quickness.

-Divinity: Start at 10 to all stats, increasing by 2 each additional rune (total 90).

-Dwayna: Reduce cooldown of 4th effect to 25 seconds. Change 6th effect to grant a water field for 3 seconds on healing skill activation (ICD 25 seconds) instead of regeneration.

-Earth: Change 4th effect to grant 4 seconds of protection if you take more than 10% of your max health in 1 hit (ICD 30 seconds). Change 6th effect to activate obsidian flesh when you drop below 20% health (ICD 90 seconds.)

-Fire: Change 4th effect to grant a fire aura when you are hit below 80% health (ICD 45 seconds). Change 6th effect to summon a fire storm (fgs #5) when you are disabled. ICD 60 seconds.

-Ice: Change 4th effect to deal 7% extra damage towards chilled foes. Change 6th effect to apply a 0.25 second daze every time you apply chill in addition to the 20% chill duration. ICD 10 seconds on daze.

-Infiltration: Swap the precision and the % bonus damage position. Will now grant 25 prec/4% dmg to foes <75%/50 prec/6% dmg to foes <50% health/100 precision/10% dmg to foes <50% health. Total 175 precision and max +20% damage towards foes below 50% health.

-Lyssa: Change 4th effect to only include protection, regeneration, vigor, aegis, or retaliation. Change 6th effect to now grant chaos armor in addition to its 5 condition conversion.

-Mercy: Change 4th effect to revive allies 20% faster and with 30% more health. Change 6th effect to revive you to 25% health upon taking lethal damage (instead of going down, you heal to 25% max health). ICD 90 seconds.

-Sanctuary: Change 4th effect to a 25% chance to grant retaliation for 3 seconds when hit with a 15 second ICD. Change 6th effect to grant 3 seconds of stability when you break out of a stun with a 45 second ICD.

-Baelfire: change 4th effect to increase incoming burn duration by 10% while also granting +50% endurance recovery rate while you are burned.

-Centuar: Change 4th effect to also include immobilize (-50% incoming cripple and immobilize duration). Change 6th effect where mobile skills break immobilize instead of granting swiftness on heal.

-Dolyak: Change 6th effect to reduce your movement speed by 15% and increase the healing to 48(0.1 healing power coefficient).

-Eagle: Change 4th effect to 10% chance on critical to gain swiftness for 5 seconds (15 second ICD). Upgrade the 6th effect to +10% critical damage against foes below 50% health.

-Elementalist: Change 4th effect to reduce incoming condition duration by 10%. Change the 6th effect to +15% boon and condition duration.

-Vampirism: Changed 2nd effect to a 15% chance to siphon life from a bleeding target with a 20 second ICD. Changed 6th effect to increase life siphoning effects by 10% in addition to becoming mist when below 20% health (60 second ICD).

(more to come)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

[Pvx] Runes and sigils.

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Most of your suggestions are unreasonable OP in my opinion. The reason they have selected sigils on the same ICD is because the combination is too strong. So they allow you to make choices. Beefing them up simply over rides the balance on them and only promotes more “pure damage or get out” mentality.

[Pvx] Runes and sigils.

in Profession Balance

Posted by: NinjaEd.3946

NinjaEd.3946

Most of your suggestions are unreasonable OP in my opinion. The reason they have selected sigils on the same ICD is because the combination is too strong. So they allow you to make choices. Beefing them up simply over rides the balance on them and only promotes more “pure damage or get out” mentality.

That was quite literally the first suggestion I made, to make fire and air function as a “same type” so they can no longer be paired. The buff to them was not anywhere near a 100% return for the nerf. It basically nerfs air/fire set ups and buffs air or fire set ups, so people relying on sigils to put out large portion of their damage will see a big chunk out the window while those using sigils for that occasional spike will see an improvement.

There are a lot of builds that can and do utilize air/fire combo since the ICD was introduced individually. Unfortunatly it became incredibly popular when people could substitute these sigils for damaging traits and focus on their defensive options. I don’t think the intention was to let sigils carry any build.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

[Pvx] Runes and sigils.

in Profession Balance

Posted by: Harper.4173

Harper.4173

No thank you.

Some of the suggestions are really, really bad.

If here they fall they shall live on when ever you cry “For Ascalon!”

[Pvx] Runes and sigils.

in Profession Balance

Posted by: NinjaEd.3946

NinjaEd.3946

No thank you.

Some of the suggestions are really, really bad.

Can you point out the “some” and clarify what is bad about them(op, lame, still bad, wth is this)? Maybe I can revise, didn’t feel like scrapping any runes/sigils from scratch with so many feeling like repeats anways. Tried to work within what the rune was aiming for to make it flashy but I’m open to revisions.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”