Two hammers?!
Does the 6th bug out like other runes which give damage bonus based on boons or conditions?
If it does then you could slot a couple of Runes of Svanir for another +20% duration instead
i actually have a build that runs 2x Ice, 2x Svanir, 2x Sanctuary. i also run at least 10 in Zeal so that’s a total of 70% is my maths is correct. Each hydromancy swap gives me a [five second] (really? 5 / s?) chill and if i’m using GH, that’s a 8s chill. though on a 30s CD and not all that reliable (since due to the choice of runes, i do lack in crit chance if i want to be survivable enough in modern mistsfare).. chill uptime is not bad when played right.
plus you get other conditions like burns and vulns and ideally others as well when in group fights so players can’t reliably take off chill. PLUS it’s really annoying to have it on for you even for most of any given fight. that being said.. stillt rying to “perfect” this build. and to be honest, more often than not, i won’t be taking GH. :// radiance 25 is nice for this since if you’re not burning, you’re most likely chilling.. but again same issue. was not that sustainable last time i ran this setup. but it’s pretty fun. definitely helps with fleeing enemies. swap yea you ain’t going nowhere. then you can more reliably land your binding blades, chains or ring.
and for fun – re: double weapons. i do know of, rather.. have seen, many players who stick to just one weapon most of the time anyways. so if they put on two, hey! at least they can utilize swap sigils. ; ))
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall
Funny how my latest change to symbology build (link in signature) was adding Hydromancy sigils on weapon swap as well (using a single mace and two identical shields) and I got some interesting results out of it. I guess this is the direction we will all head to as guardians unless we get a different reliable way to stop/slow down enemies.
(edited by Althalos.6734)
the thing is there are argubly stronger sigils out there, depending on build make up. though i’ve always been a fan of chill – one of the more underrated conditions in the game i feel. for certain classes, CD management is the game and this can really throw a curveball at them. though with hydromancy, if they figure it out, they can kinda know when to expect it ~9s and ideally you want to utilize the uptime you can achieve with chill procs. so GH is a welcome addition as its less predictable, though the CD is pretty darn long. i wouldn’t even mind so much if it was only on the hammer fo rnow if they tweaked the CD more.
and interesting with mace + two shields. why not a focus? GS actually does really well too. and heh, i play up symbols with hydromancy as well. can we say double symbols plus chill to keep the dmg ticking on ’em?
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall
oh ye-ah. I’ve been running dual hydromancy for a while now roaming. It has a make more palpable impact than, for instance, the fire sigil. GS, JI and Sword get you to the target and chill will keep them in range long enough to get your burst off.
Also I find it great for reducing the effectiveness of enemy burst/control builds because of the +66% cooldown effect ( shame it doesn’t apply to thief initiative, but a medi guard is already a pretty effective counter )
am sure we’ve all been on the receiving end of being chilled and it is annoying as! waiting for the 3.1s… 2.5s… to tick when you need a life saver or to finish someone. with chill? that can become excruciatingly long! actually.. in the heat of the moment, it’s as if time has stopped. :PP
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall
(using a single mace and two identical shields)
Ready to have your mind blown and buyer’s remorse? Equip the mace in 1 weapon set’s main hand and a shield in the other set’s offhand.