Q:
SD: What sigil should I put?
A:
I’ve been considering a lengthy post about sigils for engineers, but I will briefly outline the positives and negatives of your choices.
I am assuming you’re running rifle so you only have one sigil.
1. Force: Flat 5% boost – decent no upkeep option, benefits high direct damage builds, stacks well with a second sigil. No requirements for crit chance, adds to all outgoing direct damage.
2. Accuracy: Flat 5% increase in crit chance – fantastic if your crit chance is lower, not so great if it is above say 30% anyway. It will increase damage in a crit damage build, but you should sit and calculate which of these first two would be better. I would guess force. Very good for lower-crit builds (tanky condition/healing builds, for instance).
3. Air: Great additional single target damage (CE 1.1) – not great with rifle, arguably a primarily single target weapon, better for AoE weapons in some cases, where it offsets low single-target damage with additional higher DPS. Scales well with power, and triggers on crits, so with SD this would bump your DPS for ONE of your targets.
4. Fire: This one is a monster and is worth the high price for DD (CE 1.0) – Great AoE damage that works to supplement single target skills. Range is the same as the Chill Grenade for reference, and will damage up to 4 additional targets in the area. Scales well with power and triggers on crits.
If you are running a standard SD with zerk gear and rifle, either the Air or the Fire will get you more DPS, it just depends on whether or not you want better single target and a MUCH cheaper sigil, or better AoE damage for more than one target and don’t mind paying the price.
SD is best for about 2 targets, so you get the bounce damage, and the Fire sigil would be excellent in this situation, if you want to spend the money.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
I’ve been experimenting with sigil of doom and found that it works great in 1v1 encounters since it gives you access to poison with a rifle. Also, if you have sigil of doom ready to be procc’d for a while, you can shoot and poison someone, weapon swap and you’ll immediately get the sigil again. Free 10s of poison at the beginning of a fight. I’m pretty sure this applies to all swap procc sigils like sigil of intelligence.
Sigil of Intelligence can be pretty fun as well if you have very high crit damage, when you rifle jump to somebody, you can swap to toolkit mid air to proc your sigil and land on someone for a guaranteed crit, but it’s very situational.
(edited by kangaroosteak.6201)
Once you know your way around Static Discharge, I wouldn’t underestimate Blood Lust either. After a few kills 25 stacks is easy and compliments the bursty nature of this build very well.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Once you know your way around Static Discharge, I wouldn’t underestimate Blood Lust either. After a few kills 25 stacks is easy and compliments the bursty nature of this build very well.
Doesnt everyone have 1 stacking weapon and 1 main weapon? Atleast thats how i always roll.. also about fire sigil, afaik the major one does same damage but has 10% lesser chance to procc so with decent critchance i wouldnt go with the superior one with current price… personally go below 30% critchance so always use major
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Aurora Glade
I’ve been experimenting with sigil of doom and found that it works great in 1v1 encounters since it gives you access to poison with a rifle. Also, if you have sigil of doom ready to be procc’d for a while, you can shoot and poison someone, weapon swap and you’ll immediately get the sigil again. Free 10s of poison at the beginning of a fight. I’m pretty sure this applies to all swap procc sigils like sigil of intelligence.
Sigil of Intelligence can be pretty fun as well if you have very high crit damage, when you rifle jump to somebody, you can swap to toolkit mid air to proc your sigil and land on someone for a guaranteed crit, but it’s very situational.
Poison is useful for slowing down mega healers like Guards and Eles, but the DoT is so much lower than even a sigil of earth it would be hard to recommend this for any build but a dedicated poison/condition build.
It is worth noting that the poison grenade does this exact job while creating up to 3 poison combo fields that pulse multiple targets who don’t dodge over them. And just like with sigil of intelligence, this is only one proc of the sigils effect, so if you bounce the SD around, it will only poison or have 100% crit chance applied to one target.
Don’t get me wrong, I love the on swap sigils, but for this type of build, your focus should be to front load the damage; if you are worrying about sustain, SD isn’t right for the job.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
Once you know your way around Static Discharge, I wouldn’t underestimate Blood Lust either. After a few kills 25 stacks is easy and compliments the bursty nature of this build very well.
Doesnt everyone have 1 stacking weapon and 1 main weapon? Atleast thats how i always roll.. also about fire sigil, afaik the major one does same damage but has 10% lesser chance to procc so with decent critchance i wouldnt go with the superior one with current price… personally go below 30% critchance so always use major
Everything locks in Tournement PvP.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King