Useless Sigils
I use them as MF fodder. Works for me! =)
The low level sigil of justice is great for key runs.
Berserker = Skilled http://i.imgur.com/g1rkIub.jpg
Never forget – http://i.imgur.com/Oxra9sj.jpg
The 10% Sigils are some of the best Sigils in the game. You don’t use them on a permanent basis.
For example, you have a spare weapon (usually Exotic unless you’re a big spender) with a Sigil of Justice on when you run Caudecus’ Manor dungeon, or Sigil of Undead when you run Arah or Crucible of Eternity in combination with Night. Night Sigil, another 10% is borderline ridiculous and straight up needs a nerf.
They are stupidly OP Sigils if players are prepared to keep a small collection of weapons on them. But, granted, they are painfully weak in open-world except for maybe Undead.
I don’t know the exact figure, but Sigil of Fire isn’t even as good as Sigil of Force, btw, let alone 10% Modifiers.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
(edited by Flissy.4093)
The game has far more useless sigils, than just only those creature damage boost ones.
ANet should remove all those creature damage boost sigils and rework them into a Talent System, where those damage boostst become just passive Bonus Effects that increase so more creatures of a specific species you kill, until that boost effect reaches its maximun.
Or it could work similar to Magic find, that killed creatures could drop "Essences of “Creatures Soul” and if you use them, let your points raise, until you collected enouch to raise your Damage Boost towards that species by +1%
Just that the cap is here alot lower and that the chance to get these essences are alot smaller and can#t be received through just salvaging stuff.
The Feature pack was nothing other than just making some tweaks here n there, but nothing about significantly improving the sigil and rune system and also adding nothing new…
Theres alot of stuff, thats basically missing for runes/sigils.
Alot of unused potential is here in those 2 systems.
Sigil of Ice is very useless.
I am okay with 2 second chill, which I can boost it up to 4 second.
I am okay with 10 second cooldown, which 4 second chill for every 10 second seems reasonable.
I am not okay with 30% chance.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sigil of Ice is very useless.
I am okay with 2 second chill, which I can boost it up to 4 second.
I am okay with 10 second cooldown, which 4 second chill for every 10 second seems reasonable.
I am not okay with 30% chance.
I’m incredibly glad you are not in charge of ANY balance decisions.
The game has far more useless sigils, than just only those creature damage boost ones.
ANet should remove all those creature damage boost sigils and rework them into a Talent System, where those damage boostst become just passive Bonus Effects that increase so more creatures of a specific species you kill, until that boost effect reaches its maximun.
Or it could work similar to Magic find, that killed creatures could drop "Essences of “Creatures Soul” and if you use them, let your points raise, until you collected enouch to raise your Damage Boost towards that species by +1%Just that the cap is here alot lower and that the chance to get these essences are alot smaller and can#t be received through just salvaging stuff.
The Feature pack was nothing other than just making some tweaks here n there, but nothing about significantly improving the sigil and rune system and also adding nothing new…
Theres alot of stuff, thats basically missing for runes/sigils.
Alot of unused potential is here in those 2 systems.
Hmm perhaps tying in +X%dmg vs Y to the slayer achievement much as was done on GW1 where you got boosts related to a title track which reflected which area you fought in. And rather than being a blanket boost, it would only be selectable. So prior to jumping into combat with Krait, for example, you would select the sigil of serpent slaying on your hero screen. This way, you won’t get a blanket advantage in all areas of the game. I did think about the ability to select more than one since one can have 2 in a two handed weapon or 1 in each one handed weapon, but really who would use 2 at the same time anyway.
Each slayer tracks require 1000 kills to reach the full achievement, that ties in nicely with the +X% of a sigil. So that every 100 kills grants 1% account wide damage boost against a given creature type. I would also consider that this boost won’t kick in till lvl 20, or maybe even 30 to match with the traits kick in.
If you can manage to grind out the 1000 giant kills, when there are only 3 giants in the game that go towards the title, then you’d surely be worth granting the equivalent of a superior sigil of force, although I could see that lending to power creep.
I reckon this would work quite well with the progression of a character anyway. Most players don’t go out of their way to grind to slayer achievement as it naturally progresses as part of the game and it would be nice to tie achievements to a useable ability in-game. However, I can understand the nature of power creep that this creates…
The sigils of creature slaying need to be merged into three different ones: Krytan Slayer, Maguuman Slayer and Shiverpeaks Slayer. There useful in the open world, useful in dungeons and a whole lot less trash….
And we’ll stop getting stupid drops like Harpoon Gun of Grawl Slaying.
I generally agree with the sentiment that the bonus damage sigils should be removed and those bonuses tied directly to the slayer achievements. Every 100 kills = +1% damage to that creature type. Then we can finally add a Karka Slayer achievement, and I will be happy.
Beyond that, though, there are still a number of very weak sigils even after the balance update. Things are looking better, though, so at least there is that.
I’m OK with the Sigil effect, I just want the Superior versions of the Slaying Sigils to be Forgeable. Nothing hurts like dropping 4 Sigils (worth 3-5s each) into the Forge, seeing that orange one pop out, and then seeing it is a Superior Sigil of 1c Because No One Wants It.
Can the bonus damage to certain enemy sigils stack?
These sigils do have there place but are very area specific. GW1 had the same thing.
Can the bonus damage to certain enemy sigils stack?
That’s a good question. Anyone knows if you can have 2 of the same sigils on 2 handed weapon and have them working? Like bonus 20%?
Also thank you for your input, guys. I rarely do dungeons, but I’m glad to hear that they do have some use.
Can the bonus damage to certain enemy sigils stack?
That’s a good question. Anyone knows if you can have 2 of the same sigils on 2 handed weapon and have them working? Like bonus 20%?
Also thank you for your input, guys. I rarely do dungeons, but I’m glad to hear that they do have some use.
No, they do not stack. If you look at the details by mousing over it in game, it states the following in red text: “Sigils do not stack with any tier of the same sigil type”
Can the bonus damage to certain enemy sigils stack?
That’s a good question. Anyone knows if you can have 2 of the same sigils on 2 handed weapon and have them working? Like bonus 20%?
Also thank you for your input, guys. I rarely do dungeons, but I’m glad to hear that they do have some use.
No, they do not stack. If you look at the details by mousing over it in game, it states the following in red text: “Sigils do not stack with any tier of the same sigil type”
Thank you!
Well the problem I still have with these sigils is that food gives you better boosts. I guess people who do dungeons regularly have seperate weapons and probably use food as well for bonus damage. Maybe I will try it out someday.
I never felt that %-based damage increases made particularly interesting Sigil choices. They don’t really interact with anything in an interesting way.
They could all go for all I care. Keep the proccs and other interactive ones but remove the flat-damage boosts.
Sigil of Ice is very useless.
I am okay with 2 second chill, which I can boost it up to 4 second.
I am okay with 10 second cooldown, which 4 second chill for every 10 second seems reasonable.
I am not okay with 30% chance.I’m incredibly glad you are not in charge of ANY balance decisions.
Why?
I had to use Rune of the Ice, Sigil of Chill, and extra Condi duration stats to get that extra 2 seconds. I sacrifice a lot of utility and damage for this.
And then I figure out how useless the combination is because of the RNG.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
I thought all of those sigils were Zommoros food.
Sigil of Ice is very useless.
I am okay with 2 second chill, which I can boost it up to 4 second.
I am okay with 10 second cooldown, which 4 second chill for every 10 second seems reasonable.
I am not okay with 30% chance.I’m incredibly glad you are not in charge of ANY balance decisions.
But he is absolutely right. The 30% proc chance is the major problem with it, and keeps it from actually working every 10 seconds.
So it is more accurate to say we are glad YOU have nothing to do with balance.
All I want is to be able to forge Superior Sigils and Superior Runes.
Sigil of Ice is very useless.
I am okay with 2 second chill, which I can boost it up to 4 second.
I am okay with 10 second cooldown, which 4 second chill for every 10 second seems reasonable.
I am not okay with 30% chance.I’m incredibly glad you are not in charge of ANY balance decisions.
But he is absolutely right. The 30% proc chance is the major problem with it, and keeps it from actually working every 10 seconds.
So it is more accurate to say we are glad YOU have nothing to do with balance.
If you really can’t see why a guaranteed 2+ seconds of chill every 10 seconds would be overpowered, especially on weapons that cleave, we should probably leave it there.
It would be cool if all these slayer achievements we get for killing an enemy1000 times implemented a passive damage boost. For example after the 1st tier of the achievement, you get a 3% dmg boost, and at the final tier you will have a 10% dmg boost on what ever enemy type. With this, all those useless sigils can be removed.
I just think it would be nice overall if we had more reward for these time consuming achievements…
(edited by Hodori.1068)
Sigil of Ice is very useless.
I am okay with 2 second chill, which I can boost it up to 4 second.
I am okay with 10 second cooldown, which 4 second chill for every 10 second seems reasonable.
I am not okay with 30% chance.I’m incredibly glad you are not in charge of ANY balance decisions.
But he is absolutely right. The 30% proc chance is the major problem with it, and keeps it from actually working every 10 seconds.
So it is more accurate to say we are glad YOU have nothing to do with balance.
If you really can’t see why a guaranteed 2+ seconds of chill every 10 seconds would be overpowered, especially on weapons that cleave, we should probably leave it there.
Why though? I never used that sigil because it looked incredibly weak to me. _
How about Rune of the Lich?
Summon one jagged horror on hit once every 60 seconds.
Stupid OP!
Sigil of Ice is very useless.
I am okay with 2 second chill, which I can boost it up to 4 second.
I am okay with 10 second cooldown, which 4 second chill for every 10 second seems reasonable.
I am not okay with 30% chance.I’m incredibly glad you are not in charge of ANY balance decisions.
But he is absolutely right. The 30% proc chance is the major problem with it, and keeps it from actually working every 10 seconds.
So it is more accurate to say we are glad YOU have nothing to do with balance.
If you really can’t see why a guaranteed 2+ seconds of chill every 10 seconds would be overpowered, especially on weapons that cleave, we should probably leave it there.
It would not be overpowered at all, and the cleave means nothing seeing as it not per-target. You are grasping at straws.