Dual sigils while using a kit

Dual sigils while using a kit

in Engineer

Posted by: Dreggon.6598

Dreggon.6598

Q:

Sigils only work for the weapon they’re applied to, e.g. if I have a sigil of air in my main hand pistol, my 4 and 5 skills won’t be able to apply it. However, with kits, I’m not sure whether I’ll only gain the benefit from a main-hand weapon or if I can gain it from an off-hand weapon as well. It might even be that having two weapons with two sigils will allow my main-hand weapon’s sigil to apply to grenade skills 1-3, and off-hand’s sigil to apply to skills 4-5. I’m hoping someone can explain how this works – I love the rifle for Rocket Jump, but if I can use two sigils on my grenades…

Dual sigils while using a kit

in Engineer

Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

A:

On kill stacking effects will remain even if you swap or unequip the weapon. They will only end on down, death, travel, or logging out.

On kill stacking effects do not stack together. If you are already under the effects of a given stacking effect, this will override kills under other stacking effect sigils.

Charging and stacking sigils can be used together.

In sPvP, sigils that hold charges gain 5 charges per kill, requiring only 5 player kills to reach a full 25 charges.

Sigils that trigger on critical hits can trigger on any critical hits; the critical does not need to be scored with the associated weapon’s skills. For example, a character with an off hand weapon imbued with a Sigil of Rage can still gain quickness with a critical hit with their first three skills.

Sigils that have a chance to trigger on critical hits stack their chance percentages multiplicatively, not additively. For example, two major Sigils of Fire, which each have a 20% chance to trigger on critical hit, will have a 36% chance to trigger, not 40%. Stacked chance = 1 – (1 – % chance) * (1 – % chance) Example, with 20 as the % chance: 1 – .8 * .8 = .36, or 36% Example 2, with 60 as the % chance: 1 – .4 * .4 = .84, or 84%

Sigils that trigger on critical hits will not trigger on critical hits caused by mesmer illusions. It is unknown if this is true with other summons.

A single cooldown is shared by all sigils. Active effects cannot occur for the duration (i.e. a Sigil of Rage will prevent the activated effect of another Sigil of Battle/Strength/Air/Geomancy for 45 seconds but will not affect the passive effect of a Sigil of Smoldering/Force for the cooldown).

The weapon in the mainhand triggers active effects before the offhand.

Dual sigils while using a kit

in Engineer

Posted by: KirinDave.6451

KirinDave.6451

Sigils only work for the weapon they’re applied to

I thought we’ve all agreed this isn’t the case?

Dual sigils while using a kit

in Engineer

Posted by: Dreggon.6598

Dreggon.6598

Sigils only work for the weapon they’re applied to

I thought we’ve all agreed this isn’t the case?

As an engineer main, I wouldn’t know anything about it, but I’m fairly certain it holds true as far as weapon-specific sigils go – i.e. if a sigil gives a 30% chance to apply burning it only works if you use the weapon it’s applied to, but if it restores health on a kill then it doesn’t matter which weapon you use. But again – I really don’t know.

Dual sigils while using a kit

in Engineer

Posted by: KirinDave.6451

KirinDave.6451

I’m pretty sure it’s not true. But, only one of each type of sigil can be in play at a time. So you can have a +5% damage sigil and that’s +5% across the board. You can also have an on-crit sigil but those all share the same cooldown so having multiples doesn’t work.

Or so I thought…