Sigil of air/fire nerf?

Sigil of air/fire nerf?

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Posted by: Mayama.1854

Mayama.1854

Anyone else hopes for a sigil of air/fire nerf in the next patch? It gives burst to specs that shouldnt have burst. Make the cooldown longer, let them share the cooldown or make it so it deals a fixed amount of damage.

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Posted by: Atherakhia.4086

Atherakhia.4086

they should just remove the sigil of air from the game and reduce fire to 3 seconds to compensate.

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Posted by: Hayashi.3416

Hayashi.3416

Sigil of fire with a 3 second cd + Sigil of strength would be horrendously OP.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

the damage on those sigils is tied to your stats, so really, they’re not that good on a non-offensive spec.

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Posted by: Lucentfir.7430

Lucentfir.7430

Anyone else hopes for a sigil of air/fire nerf in the next patch? It gives burst to specs that shouldnt have burst. Make the cooldown longer, let them share the cooldown or make it so it deals a fixed amount of damage.

Ummm….what really?

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Posted by: Zelanard.5806

Zelanard.5806

I did a little reserch to see how powerfull these sigils can really get, heres what i got:
with 25 stacks of might, 160 bonus power from a frozen fish snack, 300 from the trait, full berserker ascended equipement wepaons and trinkets, rune of strength, a slayer sigil, banner of strength, signet of might and empower allies, these things can do at the very most 3088 damage, on an enemy, wearing basic (white) armor…
put the dude in an exotic armor for a moment: There, its reduced to 2468…
The damage is on an enemy that is using NO toughness except the basic attribute… and this is of course in accordance to the wikis formulas, so its questionable numbers. however, if the wiki is correct, those sigils are giving the users, 50% of 1 basic attack as an addition to its normal critical damage… I don’t think that’s OP at all…

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Posted by: Zelanard.5806

Zelanard.5806

of course, i didnt take sharpening stones into consideration… but still…

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Posted by: Esplen.3940

Esplen.3940

Air sigil is a 1.1 co-efficient. Fire is a 0.85 co-efficient, they can crit, and they have a base damage.

Using base Power, they can deal 3700 damage on an enemy with no armor. Assuming both of them activate and they don’t crit.

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Posted by: Zelanard.5806

Zelanard.5806

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Posted by: Zelanard.5806

Zelanard.5806

and in accordance to your numbers, they will deal 1845 damage to an enemy with an exotic light armor with no toughness at all…

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Posted by: Grimreaper.5370

Grimreaper.5370

Do you know that the sigil of battle provides just as good of a return as sigil of air in dps over an extended period of time? (~30s) The only reason you would ever want to use sigil of fire and air is if you are already a burst build or are trying to counter a boon stripper.

I ran extensive tests on dummies in the mists on the invincible dummy to find this out, looks like 6 might stacks (which is how much you can get out of sigil of battle in ~20seconds) will give most classes just about the same damage sigil of air would over a course of 30 seconds. Therefore I don’t think stacking both of these sigils together is much of a problem. I would personally like to see more sigils and runes which don’t see much use get buffed up to par with these other sigils we see a lot of.

(edited by Grimreaper.5370)

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Posted by: Esplen.3940

Esplen.3940

And then add Air.

Air alone has 1871 damage when it procs with no Power.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Wiki values are based upon an armor rating of 2600.

Remember that.

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Posted by: DeceiverX.8361

DeceiverX.8361

So what you’re saying is in 3 seconds, sigil of Air can provide something like a 20% boost in dps/burst at best.

But Sigil of Rage can provide a 50% boost in dps/burst.

Air/Fire are actually more about sustained damage increases rather than burst damage…

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Posted by: Cygnus.6903

Cygnus.6903

Funny how air and fire do use up a sigil of intelligence stack though, right?

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Posted by: Rym.1469

Rym.1469

So far, double sigil is a problem only on Thieves, so…..

Nerf Thief ?

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Posted by: DeceiverX.8361

DeceiverX.8361

When any other class can reach 80%+ crit rate with higher stats across the board, I don’t think it’s unique to thieves lol.

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Posted by: RyanDancePls.7351

RyanDancePls.7351

So far, double sigil is a problem only on Thieves, so…..

Nerf Thief ?

Mesmer also abuse fire/air on their Gsword, so does Lbow Ranger…

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Posted by: Sube Dai.8496

Sube Dai.8496

Yeh lb ranger too. But its also quite weak without them. As someone else said you have to spec into power for them to be good, so the sigils themselves are fine.

Its classes who can spec glass and still facetank that need to be looked at…

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Posted by: Mayama.1854

Mayama.1854

When any other class can reach 80%+ crit rate with higher stats across the board, I don’t think it’s unique to thieves lol.

You can easily build a powermancer with 100% crit in deathshroud that is also very tanky and has good power. Not saying its OP on this class just pointing out that thief is not the only option.

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Posted by: Rym.1469

Rym.1469

What’s LB Ranger ?

As for Mesmer – for double sigil, I think they would have to trade energy one. And haven’t seen many doing that.

Only Thief can engage and blink on demand, 24/7. Of course, it costs initiative, but Sword #2 a d D/P #3 have almost no counters and practically, cannot fail. Even if they do, rinse repeat second later.
Only Thief can equip double proc sigils and just engage once their cds are up. And suffer no risk. Because he already has tons of evades and endless mobility.

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Posted by: shimmerless.4560

shimmerless.4560

I did a little reserch to see how powerfull these sigils can really get, heres what i got:
with 25 stacks of might, 160 bonus power from a frozen fish snack, 300 from the trait, full berserker ascended equipement wepaons and trinkets, rune of strength, a slayer sigil, banner of strength, signet of might and empower allies, these things can do at the very most 3088 damage, on an enemy, wearing basic (white) armor…
put the dude in an exotic armor for a moment: There, its reduced to 2468…
The damage is on an enemy that is using NO toughness except the basic attribute… and this is of course in accordance to the wikis formulas, so its questionable numbers. however, if the wiki is correct, those sigils are giving the users, 50% of 1 basic attack as an addition to its normal critical damage… I don’t think that’s OP at all…

It isn’t the raw numbers, it’s the investment → return ratio that peeves a lot of people. It also doesn’t help that they’re basically random, so you’re going to get hit by them eventually no matter how you play.

I think you could make a case for both sides ‘til the cows come home, but personally I don’t like them.

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Posted by: Harper.4173

Harper.4173

The sigils are fine. It’s like Strength runes all over again.

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

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Posted by: Black Teagan.9215

Black Teagan.9215

They shall finally split the gamemodes and mechanics, then we hadn’t these problems.

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Posted by: scerevisiae.1972

scerevisiae.1972

So far, double sigil is a problem only on Thieves, so…..

air and fire are both on-crit sigils, when one fires it puts the other on CD. using them together is pointless.

downed state is bad for PVP

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Posted by: hihey.1075

hihey.1075

So far, double sigil is a problem only on Thieves, so…..

air and fire are both on-crit sigils, when one fires it puts the other on CD. using them together is pointless.

Please, get your facts straight before posting here…

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So far, double sigil is a problem only on Thieves, so…..

air and fire are both on-crit sigils, when one fires it puts the other on CD. using them together is pointless.

That used to be the case. It changed a while back.

In any case, I thought the biggest complaint regarding Air/Fire was a necro in Lich Form literally one-shotting eles and thieves that had 3 boons?

Not that I mind, as it’s still very rare.

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Posted by: Raven.9603

Raven.9603

Anyone else hopes for a sigil of air/fire nerf in the next patch? It gives burst to specs that shouldnt have burst. Make the cooldown longer, let them share the cooldown or make it so it deals a fixed amount of damage.

lol guy, if we’re gonna start removing item enhancements that shouldnt be the in the game, lets start with Perplexity and work our way down the rune list.

it’ll be a long list before we get around to on crit sigils.

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Posted by: Spicyhash.7605

Spicyhash.7605

No. If you keep nerfing things it will get to a point where you are better off just taking sigil of accuracy or force.

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Posted by: ens.9854

ens.9854

I got hit for 15k by an autoattack in spvp and 5k was fire + air pls nerf

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Any chance to get this nerf in september patch?