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(edited by Daecollo.9578)
A lot of the Sigils are simply bugged or not on-par with each other, I believe that the sigils should all have unique cool-downs and unique effects, especially in SPVP.
A long time ago you said in the State of the Game you were looking at Sigils and their effects, and here is my ideas for them.
Two-Handed Weapons now have 2 Sigil Slots.
Duration Sigils
Sigil of Agony: When you apply bleed it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Agony.
Sigil of Chilling: When you apply chill it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Chilling.
Sigil of Debility: When you apply weakness it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Debility.
Sigil of Hobbling: When you apply cripple it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Hobbling.
Sigil of Paralyzation: When you apply a stun it lasts 0.5 / 0.75 / 1 second longer. This no longer stacks with other Sigil’s of Paralyzation.
Sigil of Peril: When you apply vulnerability it lasts 15% / 25% / 35% longer. This no longer stacks with other Sigil’s of Peril.
Sigil of Smoldering: When you apply burning it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Smoldering.
Sigil of Venom: When you apply poison it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Venom.
On-Kill Sigils
Sigil of Restoration: You gain Regeneration for 10 / 20 / 30 seconds when you kill a foe. You are healed each time you kill a foe. This no longer stacks with other Sigil’s of Restoration and has a 15 second internal cool-down on the regeneration portion of the ability.
Sigil of Speed: Become Immune to Cripple, Immobilize, Chill for 5 seconds after you kill a foe. You gain Swiftness for 10 / 20 / 30 seconds when you kill a foe. This no longer stacks with other Sigil’s of Speed and has a 15 second internal cool-down for the Regeneration portion of the ability.
Sigil of Stamina: You gain Vigor for 10 / 20 / 30 seconds when you kill a foe. This no longer stacks with other Sigil’s of Stamina and has a 15 second internal cool-down for the Vigor portion of the ability. Your endurance is refilled each time you kill a foe.
Delayed on-hit Effect
Sigil of Conjuration: 5% / 10% 15% chance to gain a charge on hit. At 26 charges, you are invulnerable for 1 / 2 / 3 seconds. (You lose all charges on down) This Sigil no longer stacks with other Sigil’s of Conjuration or Sanctuary.
Sigil of Sanctuary: 5% / 10% 15% chance to gain a charge on hit. At 26 charges, you are invulnerable for 1 / 2 / 3 seconds. (You lose all charges on down) This Sigil no longer stacks with other Sigil’s of Sanctuary or Conjuration.
Sigil of Demon Summoning: 5% / 10% / 15% Chance to gain a summon charge when you hit your foe. At 26 charges you summon a fleshreaver for 60 seconds.
(You lose all charges on down) This no longer stacks with other Sigil’s of Demon Summoning.
(edited by Daecollo.9578)
On-Critical Hit Sigils
Sigil of Air: 30% / 40% / 50% chance to cause a lightning strike on a critical hit. This sigil has a 5 second internal cool-down and no longer stacks with other Sigil’s of Air.
Sigil of Blood: 30% / 40% / 50% chance to life steal on critical. This sigil has a 1 second internal cool-down and no longer stacks with other Sigil’s of Blood.
Sigil of Earth: 11% / 22% / 33% chance to do a 1 / 2 / 3 seconds bleed on critical hit. This sigil has a no internal cool-down and no longer stacks with other Sigil’s of Earth.
Sigil of Fire: 30% / 40% / 60% chance to cause flame blast on critical hit causing AoE damage. This sigil has a 5 second internal cool-down and no longer stacks with other Sigil’s of Fire.
Sigil of Frailty: 15% / 25% / 35% chance to apply vulnerability on your foe for 5 / 7 / 10 seconds on a critical hit. This Sigil has no internal cool-down and does not stack with other Sigil’s of Frailty.
Sigil of Generosity: 100% chance to transfer a condition to your foe on critical hit. This sigil has a 10 second internal cool-down and no longer stacks with other Sigil’s of Generosity.
Sigil of Ice: 10% / 20% / 30% chance to cause a 1 / 2 / 3 seconds chill on a critical hit. This sigil has a 15 second internal cool-down and no longer stacks with other Sigil’s of Ice.
Sigil of Strength: 15% / 25% / 35% chance to apply might for 5 / 7 / 10 seconds on a critical hit. This Sigil has no internal cool-down and does not stack with other Sigil’s of Strength.
Superior Sigil of Purity: 100% chance to remove a condition on critical. This ability does not proc if you do not have a condition and has a 10 second internal cool-down. This no longer stacks with other Sigils of Purity.
Superior Sigil of Nullification: 100% chance to remove a boon on critical hit, this has a 10 second internal cool-down. This no longer stacks with other Sigils of Nullification.
Superior Sigil of Rage: 10% chance to gain quickness for 2 / 4 / 8 seconds on a critical hit. This no longer stacks with other Superior Sigil’s of Rage and has a 30 seconds internal cool-down.
Sigil of Water: 10% / 20% / 30% chance to Heal nearby allies for a small amount on critical hit. This no longer stacks with other Sigil’s of Water, this ability has no internal cool-down.
(edited by Daecollo.9578)
Don’t feel 2h weapons need 2 sigils, they’re fine 2h weapons are serving us well just fine without the 2nd sigil slot.
Definitely condi sigils need to be more appealing.
Sigil of Paralyzation isn’t going to work like that. It’ll more or less mean 2s Pistol whips for instance, which I do not believe anyone really wants to run into. As a % increase it lets them keep that whole 1/2, 1/4th useage of dazes and stuns to keep them from going over.
Anyone who wants to stack on-kill sigils can certainly go ahead. There isn’t really much reason to, unless you have issue getting initial kills.
If I could I’d change sigil of speed to 1% movement speed increase per stack. Considering 25 stacks, it would be a replacement for movement speed sigils, warriors sprint (and other traits like it) and swiftness, which could be an interesting choice for professions like the Guardian and Necrormancer.
Oh and that Sigil of Strength is far too strong, especially considering 1) multi hit abilities, 2) multi hit cleave/aoe and 3) Might stacking runes. It requires an ICD.
Frailty is probably similar.
Sigil of water needs to straight out heal more, because it heals for peanuts bud. It be nicer to see this on Supportive roles who have Healing power, but for that it needs higher crit chance given that they likely do not crit, and better scaling with healing power if not a higher base.
Oh and is there an ICD on that Flesh reaver? Though either way it still dies abnormally fast and needs some kind of sustain boost so you don’t have to get 30 charges to lose the thing in 2s. The few times I tried it, I could not tell if it did damage because it was dead so quickly. Even if it spawned faster if it’s dying that fast, the increased summon rate won’t change the non-existent presence.
(edited by ensoriki.5789)
Don’t feel 2h weapons need 2 sigils, they’re fine 2h weapons are serving us well just fine without the 2nd sigil slot.
Definitely condi sigils need to be more appealing.
Sigil of Paralyzation isn’t going to work like that. It’ll more or less mean 2s Pistol whips for instance, which I do not believe anyone really wants to run into. As a % increase it lets them keep that whole 1/2, 1/4th useage of dazes and stuns to keep them from going over.Anyone who wants to stack on-kill sigils can certainly go ahead. There isn’t really much reason to, unless you have issue getting initial kills.
If I could I’d change sigil of speed to 1% movement speed increase per stack. Considering 25 stacks, it would be a replacement for movement speed sigils, warriors sprint (and other traits like it) and swiftness, which could be an interesting choice for professions like the Guardian and Necrormancer.Oh and that Sigil of Strength is far too strong, especially considering 1) multi hit abilities, 2) multi hit cleave/aoe and 3) Might stacking runes. It requires an ICD.
Frailty is probably similar.Sigil of water needs to straight out heal more, because it heals for peanuts bud. It be nicer to see this on Supportive roles who have Healing power, but for that it needs higher crit chance given that they likely do not crit, and better scaling with healing power if not a higher base.
Oh and is there an ICD on that Flesh reaver? Though either way it still dies abnormally fast and needs some kind of sustain boost so you don’t have to get 30 charges to lose the thing in 2s. The few times I tried it, I could not tell if it did damage because it was dead so quickly. Even if it spawned faster if it’s dying that fast, the increased summon rate won’t change the non-existent presence.
Its all ok, however Sigil of Strength seems fine to me as a sigil, however compared with things like altruistic healing it could be imbalanced, yes. (I just wanted more options for people, however I see your point.)
I just wanted all the sigils to be of the same power-wise.
The Sigil of Summoning could be changed to 100% chance on hit, so 26 hits summons the demon.
Sigil of Water could heal for 0, then 1 for every healing power. Would be nice to see cleric healers with it and could be a fun spec for support roles, imagine something funny like Warrior healing axes. LOL
(edited by Daecollo.9578)
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