If a new Sigil type came out...
I would add 2:
a. After dodging
b. While doing combo (maybe cooldown if effects are too powerful, but something like increased condition/boon duration to the combo effect can work very effectively if you consider blinds, auras, burns)
I know! They should make a sigil that allows you to choose magic find as an attribute for your weapon! They could do the same thing for runes!
I probably don’t need to add a /sarc tag, but there it is anyway for the benefit of the obtuse.
On ability sigils.
“When using an invulnerability skill, you gain protection for 3 seconds. 20 second Cooldown.”
“When using an elite skill, you gain 3 stacks of might”
Ect.
On ability sigils.
“When using an invulnerability skill, you gain protection for 3 seconds. 20 second Cooldown.”
Ect.
but! but! why do I want protection while I’m already invulnerable my head hearts
jk aside, I get your point and it’s probably the same approach why I said after dodging. 1-3 sec prot after dodge could be very nice (of course, cooldown applied). Or something more aggresive if you dodge forward (like charging, fury 1-3 secs? 100% crit next hit with cooldown?)
On-class-mechanic-use-Sigils, which, of course, trigger when the class mechanic of a class is used: For rangers, it’d be the F2-petskill, for necro’s, it would be activating death shroud and so on…
Only issue would be the elementalist tho, since their class mechanic already trigger the On-Weapon-Swap-Sigils.
Gunnar’s Hold
A Sigil that increases range by 10% or otherwise allows rifles and other long range attacks to come up just shy of the standard ranger longbow attack (which of course would be even further if using the Sigil).
No, no /sarc tag on this one, I’m serious.
It would add some good versatility to the short bow, for starters. Rangers could put away the longbow and go with a SB/GS combo more effectively. Thieves would be able to hit targets further out than daggers reach. Warriors could benefit in both longbow and rifle marksmanship.
On crit. I would like a sigil that sets foes on fire for 2sec (5sec icd) and one that Fears for 1sec with 10sec icd.
I would be happiest if they would just separate the cool down so that on crit sigils have a different cooldown than weapon swap sigils.
Edit: and they need a static bonus to condition damage sigil (like the sigil of force)
I want to see more Flair sigils and runes.
For instance, I have a Guardian, and I like to put Sigil of Air on my Hammer and pretend I’m Thor when the lightning strikes.
I have the Sigil of the Flock? So birds are swarming and I pretend I’m in Alfred Hitchkitten’s “The Birds”
I like they let me add little bit of character to my character and I REALLY like that.
a. After dodging
I suggested “On Evade” because I figured if you could get might “on dodge” or something you’d just do a quick dodge at the beginning of every fight. haha. If you actually had to dodge something, that seems a bit more fair.
The “On combo” is a good idea. Anet really needs to support that mechanic more.
On taking fall dmg.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
I wonder if they will ever introduce lvl 80 sigils/runes?
Its ‘weird’ that everything is lvl 80, except sigils/runes which are lvl 60.
It would have made, ‘more sense’ to bring out level 80 runes/sigils before ascended gear. All other games I play the level of character/equipment always ends up the same but not GW2?
Static Bonus Sigils;
Combo effects are stronger.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’d like to see a 10% Condition Damage Sigil, since there’s a 5% Damage Sigil. Why 10% instead of 5%? Because Conditions are alot weaker damage wise than regular damage. Or just make damage boosts from traits/sigils/runes effect conditions
Sigils akin to the effects seen in some runes. That is:
- On healing skill usage
- On elite skill usage
- When hit
Edit: and they need a static bonus to condition damage sigil (like the sigil of force)
They just added one in the Queen’s Jubliee, Sigil of Bursting, which give +6% condition damage.
I think this belongs better into Suggestions …
anyway…before anet adds new sigill typers, Id rather liek to see them balancing and improving alot of the current sigills and adding juts sigills to the game, that are basically missing.
I’d really love to see the Sigill of the Wind to be found in the game, that creates on critical hits mighty Sonic Blades that shread through all enemies in line of sight or a mighty Whirlwind that knocks an enemy back with a range of 900 or down for 1-3 seconds, what would be basically the same, but just without getting pushed back.
Just something with cool wind animations because currently the stupid theoretically wind based only sigill is based around lightnings only.
I want to be able to make some daggers, that truly seem to be full of lightning AND WIND, not just only lightning … and that together with fittign dagger skins with the right particle effects of elemental animations for lightnings AND WIND…
On Boon removal (whenever you lose a boon, some cooldown of course)
On Condition loss (whenever you lose a condition)
Anything, horizontal progression, go go go.
How about some Goomba Stomp sigils? Stuff that activates though jumping~ such as creating a shockwave aoe when you land after a jump. ;s
I wish they would start by fixing the ICDs on sigils so we could mix them more freely. Having on-crit sigils trigger the cooldown for on-swap sigils makes no sense.
Create Grandmaster (or whatever name) sigils with set item properties. Either depending on the weapon you have equipped or just a general one where you can mix and match whatever. You would have to have the same sigil again to gain the bonus: just like runes.
2 Handed weapons would have a double upgrade slot for this reason.
i.e.
Grandmaster Sigil of Fire
1. – 30% Chance on Critical: Trigger a Flame Blast for AoE Damage
(Cooldown: 5 Seconds)
2. – Flame Blast has a 50% chance to cause burning for 3 seconds.
Grandmaster Sigil of Accuracy
1. – 5% critical chance
2. – Critical Damage is increased by 25% on weapon swap for 10 seconds. (9 second cooldown)
Grandmaster Sigil of Ghost Slaying
1. – 10% damage vs Ghosts
2. – 10% damage reduction from Ghosts
Grandmaster Sigil of Bloodlust
1. – 10 power each time you kill a foe. (max 25 stacks and ends on down)
2. – Deal 25% more damage while downed
Grandmaster Sigil of Boons
1. – Boons last 10% longer.
2. – Gain X health when a boon ends.
X = whatever forumla to determine this without being overpowered.
Grandmaster Sigil of Axes
1. – Critcal Chance is increased by 10% while an axe is equipped
2. – 10% chance to cause Vulnerability while an axe is equipped
Grandmaster Sigil of Staves
1. – Casting speed increased by 15% while a staff is equipped
2. – Attack distance increased by 300 while a staff is equipped
Grandmaster Sigil of Foci
1. – Armor rating increased by 100 while a focus is equipped
2. – Focus skill cooldowns are reduced by 10 seconds.
Grandmaster Sigil of Shields
1. – 10% chance to block incoming damage while a shield is equipped
2. – 50% chance to deflect damage back to target on block
I could go on, but you get the idea.
(edited by Airwolf.5287)
I wish they would start by fixing the ICDs on sigils so we could mix them more freely. Having on-crit sigils trigger the cooldown for on-swap sigils makes no sense.
Psh, that’s nothing, Sigil of Demon Summoning has a permanent ICD… it doesn’t come off CD until you die or change areas. And it’s been that way since launch, they bothered to fix it in PvP, left it as is in PvE, so it’s probably never getting fixed.
Superior Sigil of <weapon>
Reduces cooldown of the weapon skills by 5-10%
Superior Sigil of Assassination
Your next attack will be a critical hit (30s cooldown)
Superior Sigil of Defense
You have 5% chance to block the attack when hit (10-20s cooldown)
Superior Sigil of Range
Increases range of the weapon by 150 (only for ranged weapons)
Superior Sigil of Heroes
+10% dmg against Champions/Legendary targets.
Superior Sigil of the Scout
Run 15% faster while holding this weapon.
I’ll add some more suggestions later on…
(edited by Venirto.4208)
a. After dodging
I suggested “On Evade” because I figured if you could get might “on dodge” or something you’d just do a quick dodge at the beginning of every fight. haha. If you actually had to dodge something, that seems a bit more fair.
The “On combo” is a good idea. Anet really needs to support that mechanic more.
I thought about on evade but you can get multiple evades as well on a single multi-hit attack. Besides, if you have the mechanic on dodge, it won’t necessarily need to be on dodge but on roll; meaning that you add a purpose to the roll movement. You can use it to get closer or farther without necessarily being dodging and then hit with the sigil buff on like a charge movement.