currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
what are the sigil options available to a traditional Static Discharge Engineer running no kits? I know this is not a viable meta build, but it is a build that was recently buffed and would be absolutely useless in this new paradigm with regards to sigil options.
if you are running this man, sigils are the least of your problems.
i always run on swap or gen sigils on engi, egun is a must in nearly every build so you always have a swap. the cleanse on swap sigil is pretty exciting for eni.
Are you saying you would always take those two sigils for every build?
I’m interested in the idea, but I’m going to chime in and say that I am going to take the revelation sigil if there is a thief in the match if my build has at least one open slot.
EDIT: On second thought, I may not. Revelation isnt largely going to affect thieves because if they are this close to you they are most likely planning to attack. It boils down to how long the reveal is for. I may have a slot open since hydromancy has taken a hit, but I’ll play around with the others and see what works.
I may not always have need of this sigil, and this may be needless to say, but keep in mind that stealth is a large part of thief damage mitigation, and being able to strip that on a weapon swap needs to be weighed very carefully .
Edit: Just remembered Cloak and Dagger is a thing. this sigil is a direct counter to cloak and dagger. The presence of this sigil makes taking dagger offhand potentially pointless. (more than it is now)
(edited by Azure The Heartless.3261)
Warrior with Fast Hands stands to gain significantly from a shift to this new system where almost all sigils are on-swap. Think about the cycle of weapon swap sigils with 5 seconds recharge— you can activate a unique pair of procedures every 5 seconds, or twice as often as other classes. To a lesser extent, Revenant gains an advantage as well.
Correct me if im wrong but I don’t see any On Swap sigils that have a 5 sec CD. All of them are 9 sec as usual.
But yes Warrior stands to gain most since they have always been able to use 4 on swap sigils and fast hands
None have a 5 second recharge, but you can have sigils A and B on weapon 1 proc, then 5 seconds later have sigils C and D proc on weapon 2. As soon as you can swap back to weapon 1, both of those sigils are off of cool down.
It has always been like this for Warriors, where they basically receive twice the benefit from on swap sigils because they can cycle weapon swaps twice as fast. The problem is that now pretty much all sigils are based on weapon swaps, while the few remaining on-hit sigils are pretty much garbage. And let’s not talk about the passive…
Simply put this setup really benefits Warrior and Rev, while it hinders Ele and Engi.
(edited by Julius Seizure.4985)
The ONLY way this change should happen is if you take a lot of advice from good players. I mean like get Karl and Evan into a discord with at least 10-20 good players to explain everything that would HAVE to change for balance to be healthy.
Can you name 20—even 10—“good” players that wouldn’t abuse the opportunity to whisper sweet nothings into Karl’s ear just to get him to buff their class (or their team’s comp) and nerf other kitten??
I sure as kitten can’t, and while you may call me trash/bad/whatever I am easily the most unbiased player I can think of when it comes to balance.
Having PZ/abj/ZZZ or any number of other biased tards having a direct line to the balance team is one of the biggest reasons things got so out of hand in the first place…
I would name examples, but I wouldn’t wanna embarrass Phantaram anymore than he already should be.. (oops)
That being said, here’s what I think…
SO yea, let’s not pretend that being good at 1 (maybe 2) classes is all it takes to understand balance.. You have to understand (not just know what the buttons do) all 9 classes, and their mechanics to be able to confidently (and properly) balance the game.
Now, the size of that list is probably (let’s be honest) less than 4, and I don’t think any of them actually care anymore…
what are the sigil options available to a traditional Static Discharge Engineer running no kits? I know this is not a viable meta build, but it is a build that was recently buffed and would be absolutely useless in this new paradigm with regards to sigil options.
if you are running this man, sigils are the least of your problems.
i always run on swap or gen sigils on engi, egun is a must in nearly every build so you always have a swap. the cleanse on swap sigil is pretty exciting for eni.
The developers clearly want Static Discharge to be a viable build given the recent buffs to the trait. The simple fact that a class can have no weapon swaps and all sigils are pretty much being tied to weapon swaps is a problem of game design. We are talking about game design here, not meta builds.
Wait! You’re going to give conditions on-hit?
This means, for example, that a warrior can do a massive multi hit dps burst AND inflict stacked conditions at the same time? You’re talking about nuke level damage for War and ranger.
This will more or less turbo charge damage. That’s precisely the opposite of what we need.
I’m sure that 1 extra bleed stack is going to lead to a extinction event.
Yes but quite a few builds can hit multiple times in a burst. The burst was already a potential insta-kill. Then you add a stack of condi on top of it.
I remember when the “meta” was to sneak up on somebody and land your zerker burst before they could. We seem to be headed back that way.
PSA to ANET: Not everyone wants a muscle memory oriented video game style. GW2’s charm is, in large measure, because it has interesting mechanics. If you push us into moba style reaction time combat… you risk losing that charm.
I’m probably misunderstanding something, but I’m having a hard time making out any “goal” from these changes, aside from drastically reducing the available options…and thus continuing down a road of less build diversity.
Shaking my head in disbelief here…
O Captain! My Captain!
These are the goals from the other post:
Our high-level goals include reducing RNG gameplay, promoting counter-play, reducing raw damage output, and removing ineffective choices.
Right now we have the illusion of diversity. There are plenty of sigils that nobody uses.
If you really want to help promote counter-play. Then allow for us to have a half time mark in the middle of the match to switch build… To “counter” the enemy team. Or else matches will still be decided at the ring of the bell. Plus setting people up for a lose via game MM by, for example putting 3 thieves against a team of DHs does the absolute opposite of what you are trying to sell here.
So once again we are back to saying the root of most problem plaguing PvP is the match maker purposely creating highly unbalanced matches. I mean honestly I’m starting think foul play form the devs. Putting modifiers on certain people accounts in stuff. Because these are starting to happen too much to be simply RNG. Then to slap us in the face more, because of the match maker throwing us into these highly unbalanced matches, we still lose 2 to 4 times more ratings then we gain for winning said match. Lol, and you are seriously sitting here talking about trying to promote counter-play. When your match maker insures in most matches their is no such thing as counter-play.
Again I will suggest if you really want to promote counter-play but can not fix your MM or stop class stacking. Then atleast either A,) allow us to queue as a fully 5 man pre made. or B.) Just simply reduce the teams numbers to 3v3 or even 4v4. To lessen the blow from being out comp’ed at the start of the match. or. C.) Allow us to have a half time build swap say when one team reaches the score of 200 or 250, this will give the losing team a when to at least try to counter being simply out comp’ed.
In my opinion trying out these ideas. All attempts at counter-play is lost to never reveal it’s awesome and competitive face.
I only say these things because, I do for what ever reason. Still somewhat care about the success of this game. Though I have no idea why. I’m still trying to figure that one out. lol But as more time goes by it just sounds more and more like yall are telling us to pucker off to a actual PvP game. A lot of people have actually listened to yall as well. PvP community is very very low atm. More people crying over not getting free and easy PvE items. Then trying to work towards a healthy, competitive PvP environment in GW2. Though I really can’t blame those people. When you the devs show such half hearted attempts at improving PvP mode from the current joke PvE Farm it is today.
(edited by Reaper Alim.4176)
so…. bunkers it is boys…. bunkers it is.
They did say in this thread that when this goes live they want to ship it with cuts to sustain as well. Which is awesome, both sustain and raw damage are currently too high, would be nice to cut down on both at the same time
if thats the case then good, but they better not hit all classes with sustain nerfs…. there are a few that i hardly think need that
The sad part about this is that we won’t see anything till 1st May now which is nearly 2 months away. No balance patch, no sigil changes, runes changes nothing. I took one look at the balance patch and decided I can’t be bothered with PvP, very little has changed from last season and it already felt like a chore to play towards the end to stave off decay.
The sad part about this is that we won’t see anything till 1st May now which is nearly 2 months away. No balance patch, no sigil changes, runes changes nothing.
Yes, that’s why this is being posted now. It’s a tentative list. It’s here to be discussed because the devs obviously want feedback on it.
Honestly if these changes went through as is with basically no notice THIS patch I would stop playing PvP, at least for a while. It’s not that these changes would be game breaking, but they are unnecessarily harsh to large swaths of sigils and are basically a sign that the developers want this game to be more simple, rock-paper-scissors and that build diversity will probably continue to shrink.
Build diversity doesn’t shrink when everything you never used gets removed, whatever you did use changes a little bit, and a few new sigs are added.
Even when nothing bad happens i always see so many doomsayers, why?
Lemme get this straight, the only sigils after the proposal will be on the final choice? Wtf? you wanna limit build diversity more?
Why not change unused sigils to be better ones so that they can be actually used?
The thing is we have a lot of choices now, the problem is most of the sigils are terrible.
This is also true for the runes
This is very interesting. With a decent balance patch, I can see these changes being a great step in the right direction. I can see a few different variations that could work on my druid, though it would be nice to get a bit of a larger selection.
As for people complaining about the reveal sigil, I don’t really get why. I mean, are you constantly in stealth in melee range of an enemy player? The biggest impact I feel the reveal sigil will have is countering stealth stomps/revives, and countering the Scrapper’s Sneak Gyro. However, I don’t think it will be a definitive counter. For example, on my Druid it means I just have to be smarter with my stealth revive, such as starting the revive in Celestial Avatar and waiting to leave to leave CA until right before the enemy completes the stomp. Or on my Scrapper, it gives the added challenge of avoiding melee range of enemy players while using Sneak Gyro.
Point is, in no way will the reveal sigil destroy stealth builds.
The sad part about this is that we won’t see anything till 1st May now which is nearly 2 months away. No balance patch, no sigil changes, runes changes nothing.
Yes, that’s why this is being posted now. It’s a tentative list. It’s here to be discussed because the devs obviously want feedback on it.
Honestly if these changes went through as is with basically no notice THIS patch I would stop playing PvP, at least for a while. It’s not that these changes would be game breaking, but they are unnecessarily harsh to large swaths of sigils and are basically a sign that the developers want this game to be more simple, rock-paper-scissors and that build diversity will probably continue to shrink.
Its the odd balance changes that they should be requesting feedback on, not sigil requests. Well I mean they should be requesting feedback on sigil changes ofc, and I appreciate it, but the just downright off changes to skills should take a much higher priority in discussing them with the community beforehand.
And @Everyone crying about reduced diversity, not really. ANet has the numbers, most of the sigils aren’t being used currently. Just because there are more now than there will be doesn’t mean diversity will be reduced if currently players are only using a small portion of the available sigils
Discarding an unused sigil is the path of least effort. The problem is this: If you add a new and untried entire class of sigils, you are introducing a large number of unknowns.
That more-or-less takes you back to square one in terms of balance. The ripple effects are unknown and potentially devastating.
In my opinion, that is a reckless and unjustified risk.
The wiser path would be to fix the sigils that are not commonly used. The ongoing trend toward simplifying the game risks removing the thing that makes GW2 so compelling, it’s mechanics.
Reckless? No. Aggressive? Yes, and they admitted that from the start.
Its also anything but unjustified.
Discarding an unused sigil is the path of least effort. The problem is this: If you add a new and untried entire class of sigils, you are introducing a large number of unknowns.
That more-or-less takes you back to square one in terms of balance. The ripple effects are unknown and potentially devastating.
In my opinion, that is a reckless and unjustified risk.
The wiser path would be to fix the sigils that are not commonly used. The ongoing trend toward simplifying the game risks removing the thing that makes GW2 so compelling, it’s mechanics.
They have also stated they will be having a balance patch alongside the sigil updates. This is a huge move, but definitely a move in the right direction. You can’t even say they are simplifying things. Go take a look at something like metabattle and tell me all the sigil diversity you see there.
We all mostly use the same crap for everything because it is the best, plain and simple. This is a move to help cut out on the random proc damage and effects, get rid of the clutter of useless sigils, and start fresh with sigils that make sense.
Tell me, what sigils are you worried to see go that is making this such a big deal for you?
And @Everyone crying about reduced diversity, not really. ANet has the numbers, most of the sigils aren’t being used currently. Just because there are more now than there will be doesn’t mean diversity will be reduced if currently players are only using a small portion of the available sigils
They have also stated they will be having a balance patch alongside the sigil updates. This is a huge move, but definitely a move in the right direction. You can’t even say they are simplifying things. Go take a look at something like metabattle and tell me all the sigil diversity you see there.
We all mostly use the same crap for everything because it is the best, plain and simple. This is a move to help cut out on the random proc damage and effects, get rid of the clutter of useless sigils, and start fresh with sigils that make sense.
Tell me, what sigils are you worried to see go that is making this such a big deal for you?
Why remove sigils if they aren’t being used and aren’t broken? If they aren’t used isn’t it wasted effort to remove them? Why even have this conversation? Removing options reduces player choice. You may not use many of these options but I would say I use a good 75% of sigils. And removing entire categories of sigils (kill stacking, condition duration, on crit) simplifies what a sigil is, and can do in PvP. For what purpose? I don’t think reducing power creep is a compelling reason to remove these sigils. If sustain needs to be nerfed, that can be done without trivializing sigils.
And @Everyone crying about reduced diversity, not really. ANet has the numbers, most of the sigils aren’t being used currently. Just because there are more now than there will be doesn’t mean diversity will be reduced if currently players are only using a small portion of the available sigils
They have also stated they will be having a balance patch alongside the sigil updates. This is a huge move, but definitely a move in the right direction. You can’t even say they are simplifying things. Go take a look at something like metabattle and tell me all the sigil diversity you see there.
We all mostly use the same crap for everything because it is the best, plain and simple. This is a move to help cut out on the random proc damage and effects, get rid of the clutter of useless sigils, and start fresh with sigils that make sense.
Tell me, what sigils are you worried to see go that is making this such a big deal for you?
Why remove sigils if they aren’t being used and aren’t broken? If they aren’t used isn’t it wasted effort to remove them? Why even have this conversation? Removing options reduces player choice. You may not use many of these options but I would say I use a good 75% of sigils. And removing entire categories of sigils (kill stacking, condition duration, on crit) simplifies what a sigil is, and can do in PvP. For what purpose? I don’t think reducing power creep is a compelling reason to remove these sigils. If sustain needs to be nerfed, that can be done without trivializing sigils.
Think of it as a way to start fresh. I highly doubt that over time they won’t continue adding more sigils back in to the selection. But the first step for them to revamp sigils was to scrap the old system. Plain and simple, it sucked. Some sigils performed extremely well, while many sigils were total garbage. Entire categories of sigils didn’t make much sense in a PvP environment such as the “on kill” sigils, and other sigils gave too much of a benefit for how random they were, such as “on crit” sigils.
I think once people get of the hysteria of change and adapt to everything, they’ll see this was actually a good change for the game.
And @Everyone crying about reduced diversity, not really. ANet has the numbers, most of the sigils aren’t being used currently. Just because there are more now than there will be doesn’t mean diversity will be reduced if currently players are only using a small portion of the available sigils
They have also stated they will be having a balance patch alongside the sigil updates. This is a huge move, but definitely a move in the right direction. You can’t even say they are simplifying things. Go take a look at something like metabattle and tell me all the sigil diversity you see there.
We all mostly use the same crap for everything because it is the best, plain and simple. This is a move to help cut out on the random proc damage and effects, get rid of the clutter of useless sigils, and start fresh with sigils that make sense.
Tell me, what sigils are you worried to see go that is making this such a big deal for you?
Why remove sigils if they aren’t being used and aren’t broken? If they aren’t used isn’t it wasted effort to remove them? Why even have this conversation? Removing options reduces player choice. You may not use many of these options but I would say I use a good 75% of sigils. And removing entire categories of sigils (kill stacking, condition duration, on crit) simplifies what a sigil is, and can do in PvP. For what purpose? I don’t think reducing power creep is a compelling reason to remove these sigils. If sustain needs to be nerfed, that can be done without trivializing sigils.
To make balancing easier. The fewer options you have, the fewer things you need to consider when making balancing changes. The plethora of sigils we currently have make balance changes much more difficult to predict the outcome of. Yes, a sigil that is trash might always be trash, but if you change 1 trait it could end up synergizing too well with that sigil and be more powerful than they intended.
Fewer options is always better for balancing. That is why ANet decided to heavily limit our skill options in GW2 compared to what players had in GW1. Personally I feel that after these changes go live they will look at runes next, and I hope they do. You say that it removes player choices, but if no one were using it then what choice was actually being removed? One that you never made? Why are you complaining about that?
If I wanted a simple and limited game.. I’d buy a gaming console and/or play a moba.
GW2 is emphatically not sold or designed as a 3d arcade game. I realize this would make the devs’ job easier. Going in that direction would severely damage the game in my opinion. After all, there are a number of games out there that already do that genre better.
And @Everyone crying about reduced diversity, not really. ANet has the numbers, most of the sigils aren’t being used currently. Just because there are more now than there will be doesn’t mean diversity will be reduced if currently players are only using a small portion of the available sigils
They have also stated they will be having a balance patch alongside the sigil updates. This is a huge move, but definitely a move in the right direction. You can’t even say they are simplifying things. Go take a look at something like metabattle and tell me all the sigil diversity you see there.
We all mostly use the same crap for everything because it is the best, plain and simple. This is a move to help cut out on the random proc damage and effects, get rid of the clutter of useless sigils, and start fresh with sigils that make sense.
Tell me, what sigils are you worried to see go that is making this such a big deal for you?
Why remove sigils if they aren’t being used?
Why keep them?
Because, on general principal, we need to discourage the trend of simplifying the game. Let the devs fix what’s here, rather than making sweeping changes.
Balance has been an issue with what we have. There’s no reason to believe that a radical change will result in a better situation. Just the opposite, in my opinion.
It’s very late in the game to make a change like this, particularly without some serious testing.
(edited by Ithilwen.1529)
Why keep them?
I actually use most of them, because I think the current system has a lot of depth and complexity. The build I’ve been running all day has one On-Swap, two On-Crit, and one kill stacking sigil.
Are we going to remove unpopular amulets next until we’re all rolling Marauder’s or Viper’s? It takes time time and effort to take something out of the game, and it will undoubtedly affect PvP in some (likely small, but still important) way, to remove them because “no one is using them” is incredibly short-sighted. How does it improve balance to have us all taking the same sigils? Why not truly balance the game and only allow premade build sheets with everything chosen for you?
I’m a little disappointed that so many of them are “on swap” procs. This being from the point of view of someone who really liked “on swap” procs. I understand if this is you attempting to create a baseline power level and you intend for options to be expanded upon later, but still a little disappointing. That said (I may include another post later with the random suggestions I was going to post after reading the other thread) my thoughts on these current suggestions are that they do seem relatively equal in power/desirability. I especially like the Sigil of Escape (hoping that it can be designed to proc before Sigil of Cleansing?). The sigil I’d probably see myself using least of that list is Stagnation, just because the extra second of snare wouldn’t be as valuable to me as the better quality of snare (although maybe with condi duration investment that would change). Mourning the loss of raw healing and life steal, but since the raw damage options have gone away it makes sense.
(edited by Rashagar.8349)
On – hit sigils mean that conditions will be rapidly re-applied. This will make condition cleansing basically useless.
We’ll see an all power dps situation. The damage will be seriously increased for all classes. So we’ll be right back to the old “zerker” meta that ANET was so concerned about changing a year or two ago.
No bunker or condi build is going to withstand constantly applied bleed or what-have-you.
This idea is a step backward, not forward.
On – hit sigils mean that conditions will be rapidly re-applied. This will make condition cleansing basically useless.
We’ll see an all power dps situation. The damage will be seriously increased for all classes. So we’ll be right back to the old “zerker” meta that ANET was so concerned about changing a year or two ago.
No bunker or condi build is going to withstand constantly applied bleed or what-have-you.
This idea is a step backward, not forward.
You’re blowing the sigils out of proportion. The condis that are applied on-hit are really weak. One stack of bleed is nothing. Bleed is the weakest condi in the game but the longest duration. It’s very susceptible to being cleansed.
With our current on-hit crit sigils like Sigil of Torment and Sigil of Earth this already occurs. No player has an issue with it though because it’s insignificant. Sigils are supposed to be tiny additions to a build NOT an entire component. Heck I bet you could remove sigils entirely and not notice a difference.
On – hit sigils mean that conditions will be rapidly re-applied. This will make condition cleansing basically useless.
We’ll see an all power dps situation. The damage will be seriously increased for all classes. So we’ll be right back to the old “zerker” meta that ANET was so concerned about changing a year or two ago.
No bunker or condi build is going to withstand constantly applied bleed or what-have-you.
This idea is a step backward, not forward.
Says the mesmer who can block most of those attacks, and make the rest useless with small, constant cleanses. In fact, several classes can do that, including warriors and guardians.
While I understand the ideas (mainly to reduce power damage output), the execution is far from compelling.
If you want to reduce passive RNG damage, simply dispose of air/blood/fire sigils. If you want to remove useless sigils, you can remove all the damage modifiers and duration modifiers. They’ve never been any use in PvP.
Some of the newly offered sigils are extremely powercreeped and some of the ones that were deleted were hardly problematic.
Air/blood/fire do help bunkers attaining good damage. But hydromancy? It’s been nerfed a few times already, it barely does any damage anymore. And I see leeching is gone too? That was hardly spammable or RNG, and not unlike sigil of Intelligence. It makes very little sense. Power builds will be left with about 5 sigils worth using. That’s pathetic.
The execution of this entire project is lacking and will probably remove yet another layer to theorycrafting just so they devs don’t have to nerf HoT powercreeped damage.
Really, who cares, it is just fluff, a typical Anet band-aid that does virtually nothing to address the balance and design issues with the classes in this game.
Why reduce raw damage output but not condition damage?
All i see is conditions sigils but pretty much no sigils for raw dmg.
(vuln stacks maby but they work for condition also)
With this you just promote conditions builds.
Ps i do like that they reduce the amount of sigils because only a few are used (because better ofc)
(edited by nicknamenick.2437)
don´t think it promotes condition builds. The change reduces sigils for condition too. Torment and bursting gone. Leeching was used by condi builds and doom is nervend. Also geomance one of the most used condi sigil is changed and nervend. The sigils on the bottom with the up to 5% damage and the thre on top are the five not on swap and there is one condi, two hybrid and two power. All weaker options then we had.
don´t think it promotes condition builds. The change reduces sigils for condition too. Torment and bursting gone. Leeching was used by condi builds and doom is nervend. Also geomance one of the most used condi sigil is changed and nervend. The sigils on the bottom with the up to 5% damage and the thre on top are the five not on swap and there is one condi, two hybrid and two power. All weaker options then we had.
Yeah they did reduced the more damage-ing condition sigils indeed..
Warrior with Fast Hands stands to gain significantly from a shift to this new system where almost all sigils are on-swap. Think about the cycle of weapon swap sigils with 5 seconds recharge— you can activate a unique pair of procedures every 5 seconds, or twice as often as other classes. To a lesser extent, Revenant gains an advantage as well.
Correct me if im wrong but I don’t see any On Swap sigils that have a 5 sec CD. All of them are 9 sec as usual.
But yes Warrior stands to gain most since they have always been able to use 4 on swap sigils and fast hands
None have a 5 second recharge, but you can have sigils A and B on weapon 1 proc, then 5 seconds later have sigils C and D proc on weapon 2. As soon as you can swap back to weapon 1, both of those sigils are off of cool down.
It has always been like this for Warriors, where they basically receive twice the benefit from on swap sigils because they can cycle weapon swaps twice as fast. The problem is that now pretty much all sigils are based on weapon swaps, while the few remaining on-hit sigils are pretty much garbage. And let’s not talk about the passive…
Simply put this setup really benefits Warrior and Rev, while it hinders Ele and Engi.
You just reiterated what I said but in a long way.
(yea, EVERY build, Paul, not just the ones you don’t like)
Idk why you think I suggested only the builds I don’t like I literally suggested only the builds I do like xD. It would be pretty sad if I was a biased person when I play almost every class in this game except for Thief. I accept small nerfs to things like adrenal healing, shatter heals, blighters boon, writ of persistence and revenant heals but where do you get more sustain nerfs outside of those? You go to the bunkers that have been nerfed countless numbers of times for their tankiness or sustain who never get changes reverted as they nerf the actual core issues of those classes and never get buffs in other ways to compensate those nerfs or channel their strengths elsewhere. What else do you nerf? Regen? Blood and leeching sigils were already removed as well in this system.
The clear direction anet will take is nerf bunkers and more specifically engi and druid will get nerfed as they struggle even more with the light field update, signet of the wild nerfs, gyro nerfs etc. which have pushed them in this direction for so long. While they will get nothing in return AGAIN and they lose all their damage from sigils. All that has happened for so long is remove all the damage from bunkers rather than their tankiness and now they’ll remove the tankiness too.
Really I just can’t wait to see anet nerf necro heals as they try to deal with power necro sustain and unintentionally nerf the kitten out of condi necro who can’t sustain themselves at all xD. I fully expect something like this to happen to some class.
I’ve posted the second iteration of the proposal here:
https://forum-en.gw2archive.eu/forum/game/pvp/Sigil-Proposals-v2/first
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.