Sigil of Blood vs. Fire
It is indeed 2 seconds ICD and does not scale with anything. I personally find it too weak, as a Thief I cannot put pressure for an extended period of time and require stealth to heal up, re-position and during that time the sigil is wasted. The 5-second cooldown is better for re-engage timing and puts out damage over an area, which is both better for timing and falls in line with the burst potential we use.
Inactive: Guardian, Elementalist, Ranger, Thief (ex-main)
Leveling: Engineer, Necromancer
I don’t know about currently and since there was no updated note to it but when I tested it a while ago it was somewhere around 5sec CD. The same thing with Sigil of Earth which has a CD of 2sec but stated as 5sec.
Depends on the sort of fight you want.
Currently i’m running burst spec. In a good hit, when Mug+c+d+backstab+sigil hits all at once it can spell the end of glassy players.
My aim is to finish people asap and get away in wvw, as there’s always someone coming.
On my old spec of 0,30,30,10,0 My fights tended to be more drawn out, so that sigil may have been more useful.
I remember using sigil of blood for a time and finding it didn’t heal as much as I expected it should. I tested it a bit and found it didn’t trigger every 2 seconds – I tested a good few times wary of an inaccurate conclusion based on the 30% chance factor. Wiki says it’s bugged with a 5 second ICD despite stating 2 seconds in the tool tip. I’ve not used it since then.
Siphon damage doesn’t scale with any stat, but the health siphoned does very slightly with healing power. This is true of all siphoning, such as that from runes of vampirism and scavenging, necromancer siphons, and the sigil of blood.
I believe the damage from sigil of fire and air both scale with power, but I’m not 100% certain. The question is, using your figure of 1.1k and assuming 0 healing power, in a 30 second 1v1 would you rather have dealt a maximum of 6.6k additional damage, or a maximum of an additional 2.7k and received a maximum of 2.7k heath. Apply that to a team fight situation, and that’s a lot more damage since it’d be AoE, and the health isn’t as effective because you’re likely to be taking a lot more damage. If you’re being focus fired, you won’t feel the benefit of that health, but you might help your team out a little more with a damaging sigil before you peg it. Although, if you’re not focus fired and you have enough toughness, the heal might be worth while – but even then, it’s not as helpful to the team unless you’re surviving that much more to provide an equal amount of support. Basically it’s build and situation dependent; I wouldn’t say there’s a right and wrong or better and worse in this =P.
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(edited by Impact.2780)