Patch: Which sigils are optimal for kits?
Any helpful responses? I still haven’t gotten a solid answer on this one. I suck at theorycrafting.
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. ^^
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
A single cooldown is shared by all sigils. While the cooldown is active, no other sigil with a cooldown can have any effect.
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.
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.
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.