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)
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)