but they’re a lot stronger
than they will be next year!
No it’s not a terroristic mission in A-Net headquarters
It’s just that I didn’t find any updated topic explaining why and when a dps thief should use sigil of blood over sigil of fire. The old topics stated that sigil of blood didn’t scale with power as like as sigil of fire, that’s why fire was a better choice. But looking at wiki descriptions nowadays it seems that blood has a power scaling too.
So what is better to use nowadays?
Or should I just go with air\generosity on my main dps set since this meta condition is totally destroying me?
Go with whatever you feel comfortable with. Some will say go fire, some will say blood, some might even say something else. I personally like to run fire/air sigils in D/D, and D/P, help to maintain that damage nerf that thief seemed to of gotten. As secondary weapon I use SB, with bloodlust for more damage, and either cleansing (only craftable), or another type of condi removal sigil. I also use the train that reduces recharge on tricks, and removes 1 condi for each use. If you have 2 condis on you (immob, and say… burning), using withdraw will automatically cure immob by default, and through the trait you’ll lose another condi with it. Don’t forget to have some extra vitality. The thief vit is rather low making it weak against condi bombs, adding in some valk piece til your armour is around 17k-ish (with WvW guard buff included), to give more sustain with condis c:
I like air and rage for D/P, although that’s because I don’t like the haste trait in trickery due to having to give up TotC and bountiful theft. Fire and blood are good choices too, I use energy sometimes as well depending on how I feel that day. As long as you have air, the second sigil is pretty changeable tbh.
Air sigil is currently bugged, on kitten ICD instead of 3s (apart from the chance on crit the superior sigil is currently just as good as the major one).
So if you plan on running Air+Blood/Fire, I’d rather take Fire+Blood/Air. I’m personally still using Fire/Air, not sure how good Blood’s leeching is though
When I came back after the update a month or two ago, I noticed a significant damage reduction when I should have been doing more damage after the update. I didn’t know why, and I didn’t bother investigating. Then a friend told me that blood sigil was used over fire now. Ridiculous, I thought; fire does more damage, is AoE, and can show you where a stealthed foe is. While this remains true, he said the damage of fire and air sigils received a ninja/stealth nerf, such that blood was now better because it essentially offered the lost damage as healing to yourself instead of having it gone completely. While fire is still AoE and shows you where a stealthed target was struck, if you’re experienced enough you can often find them in stealth anyway, and in coordinated teams there will be AoE and cc from team mates, and as for being AoE, the small amount of AoE damage is trivial. The main thing is that it adds to your single target damage, because that is what’s important for damage dealing in PvP.
I never tested the claim that the damage was nerfed, I just took his word for it because I had noticed a loss of damage where there should have been a greater difference gained.
Edit: Blood always scaled. Just very, very poorly.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.