Patch: Which sigils are optimal for kits?

Patch: Which sigils are optimal for kits?

in Engineer

Posted by: APokieBear.5946

APokieBear.5946

With the recent patch, sigils now affect engineer’s kits, so I’d like to discuss which ones offer the most damage output. Most posts I’ve seen have mentioned sigils of force (5% damage) and sigil of accuracy (5% crit chance). I’ve seen little mention of sigils that proc upon critical hits – which is surprising because grenades crit all the time.

With a condition damage build, what are your thoughts on using Sigil of:
Earth: 60% chance to bleed for 5 seconds (longer if you have TA set) on crit
Strength: 30% chance to apply might on crit
Rage: 10% chance to gain quickness for 3 seconds on crit

Also, is the initial damage from our ice, flash, and poison grenade affected by +condition damage?

Patch: Which sigils are optimal for kits?

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Posted by: Jarin Arenos.2736

Jarin Arenos.2736

Any helpful responses? I still haven’t gotten a solid answer on this one. I suck at theorycrafting.

Patch: Which sigils are optimal for kits?

in Engineer

Posted by: DreamOfACure.4382

DreamOfACure.4382

The swap-bonus sigils are great since you can cast them for the sake of the bonus without worrying about weapon-swap cooldowns.

Sigil of Air, Earth, or Strength are solid choices for damage increases.
Sigil of Blood is getting some popularity with Flamethrower kit. Self-sustain is always nice.

When I get back to my Engie, I plan to use Sigil of Ice and Hydromancy with the Flamethrower. Cause cold fire is ironic. ^^

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

Patch: Which sigils are optimal for kits?

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Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

A single cooldown is shared by all sigils. While the cooldown is active, no other sigil with a cooldown can have any effect.

Patch: Which sigils are optimal for kits?

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Posted by: tigirius.9014

tigirius.9014

I am using a sup sigil of fire for each of my weapons, while using a flame thrower kit heavy on the cond damage traits and might building at the moment. I have a pistol and shield combo going when one flame AOE is on cooldown the next one hits over and over they go.

Balance Team: Please Fix Mine Toolbelt Positioning!

Patch: Which sigils are optimal for kits?

in Engineer

Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

I am using a sup sigil of fire for each of my weapons, while using a flame thrower kit heavy on the cond damage traits and might building at the moment. I have a pistol and shield combo going when one flame AOE is on cooldown the next one hits over and over they go.

Almost positive you’re wasting a slot. If you have 2 Sigil of Fire’s, that would mean every 5 seconds regardless of another one or not you can hit targets with an AOE blast at 1.0 damage coefficient and a radius of 150. And the fact that the mainhand sigil triggers before the offhand sigil.

Coupled that with: 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%

You might be better off with 1 Sigil of Fire and 1 Sigil of Smoldering.

Patch: Which sigils are optimal for kits?

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Posted by: aydenunited.5729

aydenunited.5729

I am using a sup sigil of fire for each of my weapons, while using a flame thrower kit heavy on the cond damage traits and might building at the moment. I have a pistol and shield combo going when one flame AOE is on cooldown the next one hits over and over they go.

Almost positive you’re wasting a slot. If you have 2 Sigil of Fire’s, that would mean every 5 seconds regardless of another one or not you can hit targets with an AOE blast at 1.0 damage coefficient and a radius of 150. And the fact that the mainhand sigil triggers before the offhand sigil.

Coupled that with: 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%

You might be better off with 1 Sigil of Fire and 1 Sigil of Smoldering.

Agreed.

Jumzi (Ranger), Tarnished Coast