Rune and Sigil Shenanigans

Rune and Sigil Shenanigans

in Players Helping Players

Posted by: Sirge.8934

Sirge.8934

Just reached level 80, whoo! Now I begin to build my character. That being said, I have a ton of questions about how the various runes and sigils play together.

If you have two runes which grant a bonus, and then another two runes which grant the same bonus, do they stack? For example, 2 Fire Runes for +20% Might Duration, and 2 Hoelbrak Runes for +20% Might Duration, stacking to a grand total of 40%. Would 2 Monk Runes (granting +15% boon duration) also stack in regards to this, seeing as Might is a boon? And this bonus percentage, is it determined by the base Might duration of the ability used, or your modified Might Duration, with your Boon Duration score taken into account?
Also, if you have a sigil that grants Might for X seconds, is that time period extended as well?

How long do the various creatures summoned by some runes hang around? And is the regeneration granted by runes of the Dolyak just equivalent 1 stack of regeneration?

For the stack-per-kill sigils, do you have to kill the enemy specifically with that weapon? I know the weapon has to be drawn, can you use an offhand weapon or a utility for the deathblow?

Necromancer specific, are most armor/weapon effects still active when in Death Shroud? As in, killing something will grant a stack (if you have a weapon out with that rune). How about during transformation ultimates, such as Lich?

And finally, I just want an opinion. Are “charge per kill” sigils (Sigils of Conjuration, Sanctuary, Demon Summoning) useful at all? There’s some cool effects, sure, but once every 26 enemies seems way too random to be actually useful when needed.

Ton of questions, I know, but any help is appreciated!

Rune and Sigil Shenanigans

in Players Helping Players

Posted by: codingCaptor.9428

codingCaptor.9428

Runestacking: Yes, that works. I currently have an Engineer who can get permanent 9 stacks of might utilizing 2 Runes of Water, 2 runes of Monk, and 2 Runes of Fire (15+15 boon, and 20 might duration.) It appears to add all your duration up, and then multiply it by the base stat. Keep in mind you have a trait line that also increases boon duration!

Sigils granting might: Yep, that gets increased too.

Stack-per-kills: YOu can kill the enemy with any attack, so long as you have a weapon with a stacking sigil on it currently equipped. As a general rule, Sigils don’t care which weapon they’re on, they affect you the player, not the weapon. That being said, effects on the mainhand will take effect before the effects on the offhand. SO if you have 2 stack-per-kill sigils, only the mainhand one will work. How EXACTLY that interplay works is….. very complicated.

Charge Per Kill sigils? Totally not worth it.

As a side note, Keep in mind that you can also use Gemstones and Crests to upgrade your weapons/armor. You can’t use the upgraded gemstones(jewels) But if you’re wanting a glass cannon type character, you can take Ruby Orbs and put them in all of your weapons/armor for added POW/prec/critdam.

Rune and Sigil Shenanigans

in Players Helping Players

Posted by: Mimizu.7340

Mimizu.7340

And finally, I just want an opinion. Are “charge per kill” sigils (Sigils of Conjuration, Sanctuary, Demon Summoning) useful at all? There’s some cool effects, sure, but once every 26 enemies seems way too random to be actually useful when needed.

if you are dual-wielding you can have 1 on either weapon and it only takes 13 kills then.
13 is a cool number for necros, so dont discount it like the post above has.

Mimizu Heavy Industries [Doll] – Underworld

Rune and Sigil Shenanigans

in Players Helping Players

Posted by: LithePanther.5027

LithePanther.5027

And finally, I just want an opinion. Are “charge per kill” sigils (Sigils of Conjuration, Sanctuary, Demon Summoning) useful at all? There’s some cool effects, sure, but once every 26 enemies seems way too random to be actually useful when needed.

if you are dual-wielding you can have 1 on either weapon and it only takes 13 kills then.
13 is a cool number for necros, so dont discount it like the post above has.

All of them are useless compared to other sigils since all the charge sigils are gimmicks.

80 Guardian. 80 Warrior. 80 Thief. 80 Engineer. 80 Necromancer. 80 Ranger.

Rune and Sigil Shenanigans

in Players Helping Players

Posted by: Morgoth Bauglyr.9726

Morgoth Bauglyr.9726

speaking of sigils. 2 sigils of rage work… how? do they both go on cooldown? do they add in chance? or are they both separate in all aspects? As with most things in tooltips it just doesnt tell anything of importance.

Rune and Sigil Shenanigans

in Players Helping Players

Posted by: Sirge.8934

Sirge.8934

13 is a cool number haha, but I think I’ll pass.

Thanks for the answers everyone! It clears up things quite a bit. Now I just need to figure out what to build… and how I’ll ever afford it.