Weapon Sigils Discussion
I agree that the bugs or… intended side effects of mixing and matching sigils is very poorly explained. I am sure there are plenty of people who run sigil of fire and sigil of lightning in the same MH/OH set, because they want both effects, without realizing they have the same cooldown.
On the Sigil of fire, I tend to think it is more of an issue if you are using it in a single target capacity. It procs all the time on my staff, if not on the 2 skill, it will on the 3 skill. On my mesmer, Sword 2 procs it pretty much every time it is up. The damage is very lack luster in a condition build, but it looks cool.
Sigil of force applies the 5% to everything, including the crits (indirectly). So whatever you base damage is before the extra crit damage (whatever your modifier is + base) is applied, will be raised 5%, and then your crit damage modifier will use the new base to determine crit damage.
Sigils can make or break builds, but I think they supplement or support some builds better than others. A notable exception are the stacking sigils. 250 of a primary stat is a big difference. A zerker build with 250 strength and 5% damage is going to be much better than one without.
My only beef is how bad some sigils are, and the fact that Anet just ignores them, even though no one is using them and they sell for 10 silver on the TP. While the great sigils (force/crit/fire/stacks) sell for multiples of gold now. Why not buff the low value/use sigils? Supposedly Anet has reams of information on the game, like how much each class is getting played, what equipment they are using, where they are farming, what they are doing etc. Would be nice if some logic person would take a look at the underpowered sigils and runes and made them good enough to be a viable option.