(edited by Login.5102)
stun sigil work for wh daze
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.
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
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.
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.
Interesting ^ thanks for the testing. That is weird sigil does not stack with the runes.
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.
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.
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.
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
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
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
Gunnar’s Hold
Btw, has anyone tried if the sigil affects the golem’s CC?
I dont expect it, just curious
Gunnar’s Hold
(edited by RashanDale.3609)
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…
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).
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.
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
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.
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)