stun sigil work for wh daze

stun sigil work for wh daze

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Posted by: Login.5102

Login.5102

Been playing with troll zerker well bomb build(d/wh), and have the wh trait and runes of messmer to give my wh a 4 sec daze. But does the stun duration sigil also affect this?

When I play my thief s/d (WvW/pave) the sigil affects the sword daze, so it should affect the necros wail also…right?

(edited by Login.5102)

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Posted by: Ascii.9726

Ascii.9726

Been playing with troll zerker well bomb build(d/wh),

Why is warhorn wells considered a troll build? its one of the top WvW builds there is.

Runes of the Mesmer and Sigils of Paralyzation both extend the Daze duration of the warhorn (at least in WvW). Daze has a max duration of 4 seconds and it is always rounded up so a 3.1 second Daze will be 4 seconds.

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Posted by: Login.5102

Login.5102

Been playing with troll zerker well bomb build(d/wh),

Why is warhorn wells considered a troll build? its one of the top WvW builds there is.

Runes of the Mesmer and Sigils of Paralyzation both extend the Daze duration of the warhorn (at least in WvW). Daze has a max duration of 4 seconds and it is always rounded up so a 3.1 second Daze will be 4 seconds.

O sorry don’t play much wvw anymore. Was talking about tPvP(even though I was talking about wvw on my thief from a while ago),where well bombing builds can fail bad when good players stun break/tele out leaving your utilities on CD with a GC build.

Thanks for the info. I didn’t know daze duration was maxed at 4 sec.

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Posted by: flow.6043

flow.6043

Sooo… you made me curious
Did a little research and testing in heart of the mists.
Apparently the sigil of paralyzation does a lot more than it’s tool tip suggests.
First of all it definitely affects both stun and daze, some people are still unclear on knockdown.
Secondly it really adds 1 second to every skill that does stun or daze.

And then there are my test results from hotm:
I tried every combo of banshee’s wail, sigil and runes of the mesmer.

- just the trait or the rune or the sigil: 3 seconds

- all 3 together: 4 seconds (apparently there is a 4s cap)

- trait + rune or sigil: 4 seconds

- rune + sigil: 3 seconds (<- weird :/ )

Bottom line: If you really just want the 4 seconds you can take the sigil instead of 6 runes.

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Posted by: Login.5102

Login.5102

Interesting ^ thanks for the testing. That is weird sigil does not stack with the runes.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I think the reason why the rune and sigil don’t stack is because of rounding. the Sigil is +15%, I believe, and the Runes are +33%, so combined, it’s +48%. When rounded to the next second, it’s still the same.

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Posted by: flow.6043

flow.6043

I think the reason why the rune and sigil don’t stack is because of rounding. the Sigil is +15%, I believe, and the Runes are +33%, so combined, it’s +48%. When rounded to the next second, it’s still the same.

Riiiight… I somehow imagined that the rune gives more than 33%. My bad.

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Posted by: Ascii.9726

Ascii.9726

Ok so its the same for sPvP as it is for WvW then, Stun & Daze duration affects Warhorn and all durations are rounded up to nearest second.

Not bad then, Banshee’s Wail and a Superior Sigil of Paralyzation would be a 4 second AoE Daze. Pretty funky for a sPvP MM build.

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Posted by: yski.7642

yski.7642

I wonder if there’s food that gives + daze duration? If rune and sigil give +48% it wouldn’t take much to get it above 50% for a 5 second daze.

And zerker well builds definitely aren’t bad even for tPvP, though to really make them shine your teams needs to be built around keeping you alive. I hear things like time warp + lich form can wipe entire teams pretty quickly

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Posted by: RashanDale.3609

RashanDale.3609

Sooo… you made me curious
Did a little research and testing in heart of the mists.
Apparently the sigil of paralyzation does a lot more than it’s tool tip suggests.
First of all it definitely affects both stun and daze, some people are still unclear on knockdown.
Secondly it really adds 1 second to every skill that does stun or daze.

And then there are my test results from hotm:
I tried every combo of banshee’s wail, sigil and runes of the mesmer.

- just the trait or the rune or the sigil: 3 seconds

- all 3 together: 4 seconds (apparently there is a 4s cap)

- trait + rune or sigil: 4 seconds

- rune + sigil: 3 seconds (<- weird :/ )

Bottom line: If you really just want the 4 seconds you can take the sigil instead of 6 runes.

ah,i was wondering what benefits of sigil of paralysation for quite a while, but could never be bothered testing it.

thanks a lot man

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Posted by: RashanDale.3609

RashanDale.3609

Btw, has anyone tried if the sigil affects the golem’s CC?

I dont expect it, just curious

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
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(edited by RashanDale.3609)

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Posted by: Skyro.3108

Skyro.3108

I must say that is pretty interesting. I wonder if it adds 1s to all daze/stuns? The inaccuracy of tooltips in this game is over the top sometimes…

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Posted by: Skyro.3108

Skyro.3108

Btw, has anyone tried if the sigil affects the golem’s CC?

I dont expect it, just curious

It does not as Flesh Golem’s CC is a knockdown + launch (at the end of the charge), which the sigil does not affect (it only works on stuns and dazes). Plus I’m not even sure duration effects work on minions.

Anyway, I’ve been playing around in sPvP with WH offhand on my condi Necro utilizing the trait + sigil for the 4s daze. It is very, very strong in the right situations, and I am seriously considering using it from now on when I face teams with no heavy condi damage (as Deathly Swarm would be too much to give up vs those teams).

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Posted by: flow.6043

flow.6043

It is very, very strong in the right situations

Yeah, after I did the test for this thread, I immediately adopted the sigil for my pvp and wvw build.
The difference that just 1 extra second brings is huge. Considering how long the skill’s cast animation is, there’s hardly any time left to do anything. So untraited or without the sigil it’s basically just an interrupt. But with 3 or 4 seconds, there is a window of opportunity to land 2-3 skills on a defensless enemy.

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Posted by: ManCaptain.3154

ManCaptain.3154

But with 3 or 4 seconds, there is a window of opportunity to land 2-3 skills on a defensless enemy.

except for the whole, you know, dodging thing people do

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Posted by: Skyro.3108

Skyro.3108

But with 3 or 4 seconds, there is a window of opportunity to land 2-3 skills on a defensless enemy.

except for the whole, you know, dodging thing people do

I’ve found the 4s AoE daze to be much more useful defensively when the opposing team tries to zerg you down. It completely relieves the pressure off of you. I’m starting to like Decaying Swarm now more and more now too not just for the swiftness but the cripple allows you to kite much more effectively.

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Posted by: flow.6043

flow.6043

I just tested one more thing because this thread made me curious if it also applies to the “stun” from the sigil.

I traited/geared for +90% fear duration and I still had the Sigil of Pralyzation on my warhorn.
Turns out: the Sigil actually increases the fear duration to 105%.
1 tick with my staff, 2 ticks with my warhorn.

Edit: 70% fear duration and 2 Sigils don’t give a second tick. So apparently they don’t stack their duration.

(edited by flow.6043)