Superior Sigil of Demon Summoning

Superior Sigil of Demon Summoning

in Suggestions

Posted by: Tyr.1963

Tyr.1963

I bought this sigil for my necromancer thinking it sounded cool, only to be very disappointed after realizing it’s fairly useless in pve.

In PVE After summoning the Fleshreaver, charges cannot be gained indefinitely until becoming downed or defeated, or moving to a different zone. (This is not stated on the sigil description at all, only on the wiki)

I understand ArenaNet did this to prevent a person from walking around with an army of them but that still doesn’t really make sense since the flesh reaver dies after 60 seconds anyways and if you can kill 26 things in under a minute, you probably deserve to get that second flesh reaver haha, I’m kidding.

The flesh reaver despite looking quite cool doesn’t seem to be worth it if it takes forever to summon it then once summoned you can’t do it again.

Compare this to other sigils, many sigils have on crit effects, such as 20% chance to lightning strike on crit. Well that seems a lot more common than 26 kills without getting downed and then only being able to do it once.

granted the flesh reaver’s stats aren’t available on the GW2 Wiki so I don’t know how powerful or weak it really is but I can’t imagine it’s so insanely powerful that that rule justifies it.

I propose removing the rule of:
After summoning the Fleshreaver, charges cannot be gained indefinitely until becoming downed or defeated, or moving to a different zone.

and implementing this rule:
After summoning Flesh Reaver, charges cannot be gained again until flesh reaver dies.

Then consistently every 26 kills without getting downed you will spawn a flesh reaver.

http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Demon_Summoning

Superior Sigil of Demon Summoning

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

All sigils, and all runes need some serious rework/balancing.
Anet has still done nothing about any upgrade items to make the whole system around them more useful and well thought out.

The game has totally obsolete upgrades, whihc nobody needs, but if ANet would make them more useful it could be made so that more people want to use them if they would provide only new features and work differently, than what we already have with Sigil, Runes and Jewels.

Every Upgrade Type in GW2 should have different Effects and be good for something different.

Sigills = Adds Special Effects to Auto Attacks
Runes = Adds Special Effects to Defense/Healing/ General Effects
Jewels = Adds Stat Boni up to 3 Stats or as mixed All Stat
Talismans = Adds Special Effects to specific Utility Skills
Crests = Adds Special Effects to specific Weapon Skills except Auto Attacks
Dubloons = Adds additional Support Effects for gaining Exp, Karma, Gold together with minimal Stat Boni up to 2 Stats
Medaillons = Adds Special Effects to Character Movement/Actions like Execution Moves/Dodging

Marks and Signets should get removed totally out of the game, absolute obsolete crap that nobody needs and you hardly ever get this weak stuff in the game, before you receive already alot quicker the better stuff in the game.
——

Alot of the current sigil/rune effects need changes, not only because of their effects being useless/boring/unfitting ect. pp, but also to make place for new sigils ect.

Example, the elemental sigills need reworks..
Fire creates AoE damage
Air!! creates lightnings to hit 1 target, where it should create something like sonic blades to hit aoE targets
Water creates AoE heal
Ice creates AoE chill. Anet seperates Water and Ice, so wtf can’t they do this also with Air and Lightning???
Earth is the lousiest of all, it just deals bleedings on criticals, instead of having an AoE effect, like mostly currently all other elemental sigills, like for example dealing aoe damage with an AoE sand blast that blinds enemies…

The game has currently so many superior sigils/ runes, that are absolutely nothing worth, because of their effects being totally useless/underpowered compared to specific other sigills/runes.

This sigill here for example about which you are talking should get changed to this effect:

Weakest Version:
You have a Chance of 5 percent to summon for 20 seconds a Fleshreaver at your side if your Health is below 75%. You can summon this way up to 1 demon only.
Major Version:
You have a Chance of 7% to summon for 25 seconds a Fleshreaver at your side if your Health is below 80%. You can summon this way up to 2 demons only
Superior Version
You have a Chance of 10% to summon for 30 seconds a Fleshreaver Nephilim at your side if your Health is below 80%. You can summon this way up to 2 demons only, which also will have Self Heal and Life Drain Skills now extra.

That way would these sigila alot more interesting, especially i think for Necromancers to increase their minion army with 2 temporal demons when they are in battle and it is then high likely, that their health will fall below 80 percent at times …

To slay first 26 enemies just to have then 1 minion for 60 seconds and having then to die just to get again the change to summon one is just absolutely crap and not a well thought out game mechanic at all >.>

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Superior Sigil of Demon Summoning

in Suggestions

Posted by: Chris.6105

Chris.6105

I actually hate summoning equipment. My charakter has a theme. If my Ele gains the lifesteal effect (Rune of Vampirism, looks like necro-dagger-auto), I can life with that. But summonings like fleashreaver, stonedog or the golem (PvE) totally destroy these themes.

Superior Sigil of Demon Summoning

in Suggestions

Posted by: Esplen.3940

Esplen.3940

I actually hate summoning equipment. My charakter has a theme. If my Ele gains the lifesteal effect (Rune of Vampirism, looks like necro-dagger-auto), I can life with that. But summonings like fleashreaver, stonedog or the golem (PvE) totally destroy these themes.

I don’t see how this contributes to the topic at hand.

Anyways, I think the main problem is that certain runes and sigils outshine other ones.

Example:
Sigil of Fire vs Sigil of Air.
Sigil of Fire is an AoE version of Sigil of Air which means that, in most cases, it will be better. The only times it’s not better is if you’re fighting in an area where you don’t want to aggro neutral mobs with a stray AoE, but that’s so rare that it’s better to just have Fire.

Sigil of Generosity vs Sigil of Purity.
They both have 10 seconds internal cooldown, which means they both will and will not proc at the same terrible timing, but when they do proc, Sigil of Generosity will move the condition onto your foe as opposed to just removing it. I think that pretty much sums this up.

Superior Sigil of Demon Summoning

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Posted by: Chris.6105

Chris.6105

Sigil of battle is the best example. If swapping each 10s, you have 6 stacks of might all the time, means +210 for two attributes.

BTW, both ugly sigils, Generosity and Purity also trigger, if you have no condition, making them even worse.

Also a great example, the celestial Runes shall be weaker, cause they do not buff certain attributes, but they give +12% Critical Damage, while Critical Damage Runes give only +10%…

Superior Sigil of Demon Summoning

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Posted by: Esplen.3940

Esplen.3940

Ruby and Beryl orbs grant 12% critical damage as well. They also give more stats than most runes (other than double-stat runes like Runes of the Mesmer).