Q:
(edited by Aegis.9724)
Q:
After crafting ascended zerker greatsword for my ranger, i came to this dilemma – i would really like to use it in both pve ( dungeons mostly) and wvw.
But what sigils? Can’t really make my mind beetween air/fire or something more generic like force/accuracy/blood etc
Did someone make the math on comparing procs to the flat damage/crit chance increase? Is bloodlust still viable after the nerf, or even worth it while pugging dungeons? (downed CAN happen while playing a melee glass cannon in a pug, and power rangers in wvw don’t really have an easy time in my experience)
Or maybe you find energy/hydromancy just too useful for survivability in wvw to be sacrificed for a slight dmg increase?
I know the better choice would be to have different weapons for different content, but what do you think is a good middle ground? Or there isn’t one and i should stick to exotics for wvw?
That’s of course assuming power builds, i won’t really care about the ascended dmg increase if i go condition or bunker and use GS just for mobility, exos will do just fine for that.
(edited by Aegis.9724)
Did someone make the math on comparing procs to the flat damage/crit chance increase?
IIRC, air/fire get outscaled by % modifiers once you start to get lots of buffs from your party.
Is bloodlust still viable after the nerf, or even worth it while pugging dungeons?
The short answer is no, they’ve received too many nerfs to be worth the effort or be worth limiting your your potential weapon skill set. They do have a pretty high “break even” stack number that you sometimes won’t reach until you’re done most of the dungeon. It’s not too bad if you play a class that only has to camp 1 weapon set.
I feel the only dungeons where stacking sigils are great are
Maybe TA forward and HotW 1 as well.
(edited by TurtleDragon.3108)
For wvw then intelligence for one slot, its just made for a GS rotation of 3→5→2.
I like air for the other slot myself.
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