Most optimized sigil combination
What were they doing with those energy sigils? Ive never had a problem with this bug on my necro.
they would have energy on both offhand pistol and dagger, and during the fight they’d find that the sigils weren’t proccing and die.
now when I’m learning thief I just have an energy dagger (s/d and d/d) to avoid this and also because I’m a cheap kitten
Well thats what i do. I have an energy sigil on both focus and warhorn but i never had an issue. o.o
Maybe its because i use the same mainhand in both sets?
All should be perfectly explained on my post.
It is, which is why I dont understand why they had an issue with thief. Its not like they were putting energy in a mainhand and an offhand (unless thats what they were doing by accident).
The problem is exactly that — an accident — you’re changing your equipment and at some point you (temporarily) have two energy sigils equipped at the same time (both mainhand and offhand). So when you’ve finished equipping (and no longer have two energy sigils equipped) the remaining sigils bug out.
Fair enough that explains it.
The new sigil of air will have a 3 second recharge, with a 50% chance on crit (assuming it is like the new sigil of fire). Any thoughts?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
The new sigil of air will have a 3 second recharge, with a 50% chance on crit (assuming it is like the new sigil of fire). Any thoughts?
Isn’t it still super-terrible-crappy damage? Maybe the fire sigil…. hm.
R.I.P. My double stacking weapons.
The new sigil of air will have a 3 second recharge, with a 50% chance on crit (assuming it is like the new sigil of fire). Any thoughts?
Isn’t it still super-terrible-crappy damage? Maybe the fire sigil…. hm.
Sigil of air does pretty decent damage, procs for 2400 on my half-buffed Guard.
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
It’s not that bad, then. But is it good over a 5% unconditional damage?
Goodbye bloodlust and perception
I’ll probably consider it for my D/F setup in Fractals. Need something that accompanies Sigil of Force and proc relatively well at range.
I’ve been able to get lightning strike hits over 3000 damage, without full buffs. With a 50% proc chance using Weth’s math, it will proc about every 4 seconds. The damage can range from 1500 (low) to 3000 or more. I have not been able to test a sigil of air with 25 might and vulnerability and other boons, but I think hitting 3500-4000 a hit is very possible. I tend to average around 2000ish a hit if I am open world roaming with few to no buffs.
This means that the sigil of air should add around 375 DPS (low, with bad build/few buffs) up to 750-1000+ (high/max buffs and good build).
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
Does that Lightning Strike requires a targeted enemy?
It does not require a targeted enemy. It procs on critical hit, so it won’t affect structures. If you plan to use stuff like fiery rush or reflect powerful attacks, it’s better to max % based damage sigils, but I think sigil of air will be a good choice when facing a wide variety of enemies that do not conform to a specific type.
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
I’m thinking of fractals where Force/Night are often not needed. The fact that Lightning Whip has a very good cleave range and fastest attack rate will make any new on-crit sigils worth considering in situations like Cliffside, Ascalon or Weapon Facility.
I kinda like battle in fractals since it’s harder to keep 25 stacks of might. Still… if they buff air… Why are they nerfing igil of fire’s damage?
So since finally the sigil changes have been revealed we should open the discussion again,
I would center the discussion around warriors since they r the backbone of a speedrun.
The questions which need to be discussed are
1. is a stacking sigil still worth it being included
2.should the weapon focus on double stacking
3. Will the gs/axemace be still superior to axe only including the new trait line
Hope someone did the math already