Switching w/ Sigils Functionality
I think it also deals damage if I’m not mistaken which will equate to having a Dancing Dagger bouncing around while you’re in stealth.
EDIT:
According to wiki, it deals around 500 dmg and can crit.
http://wiki.guildwars2.com/wiki/Sigil_of_Hydromancy
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
It’s just another thing you have to consider when playing with stealth. Like learning "Throw Gunk" will pop you out of stealth while caltrops will not.
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast
i know everyting that will throw me out. its just that this says it shouldnt. if it SHOULD…then in that case it SHOULD be written as : When you switch this weapon while in combat, cast frozen burst, freezing nearby enemies for 3 seconds.
hence it being written as “action” rather than like a “side effect”…..kind of like caltrops….its not direct dmg but a side effect of a skill/proc
That’s GW2 tool tips for you. To be honest, the tool tips in GW1 is 1,000,000,000% better than in GW2.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Hydromancy sigils are kitten IMO…
It’s basically the same attack as the elementalist or dagger skill in water attunement or the chill field necros get, except it’s a lot weaker.
You are better off going with bloodlust/force/fire or air.
Sigils have universal cooldowns, and weapon swap sigils have long cooldowns…. so remember to never mix these and ‘on crit’ sigils.
That said, while there’s no question chilling those around you, it DOES do direct damage (~500), so it will of course force you out. You may be able to use this to your playstyle, but it does not fit stealth unless you don’t plan on weapon swapping in stealth (stealth attacks > the sigil proc, so you don’t want to waste the chance).
Tips for sigils:
Permanent Stat Bonuses (accuracy, force and night): Beautiful and statistically some of your best DPS increase options. Remember that they don’t stack. If you can afford having a weapon bothe for force and night is great – put the night on an AC weapon so you know when to start swinging with the beast.
On Kill stats: You should have at least 1 weapons with “on kill” stat stacking. There is no reason to not get 250 stat points for free. Obviously having a spare weapon to swap to when you reach 250 stacks or are in often-death situations would be ideal, but it’s better to have one of these than not.
Condition Duration: You might consider these if you’re a no-crit condition build that specializes in a condition like bleed.
Bonus damage to X mob: these are utter trash.
On kill buffs: If your life revolves around open-world trash killing maybe you can find a use for these? But really just trash.
On kill charges: Pure trash. Sure, you could spend 10 minutes killing trash so you could get one guaranteed win in WvW, but really?
On Crit: These sigils are part of the reason precision and crits are so important in this game. Healing, condition removal, boon removal, debuffs, and DPS. Air/Fire is arguable against Force (and can’t compare to Night at night) for better DPS, but can’t deny the fun of fire explosions from your shortbow.
On Weapon Swap: Really, unless you’re building for constant weapon swaps, “on swap” sigils are inferior. Also note that they’ll screw over any of your “on crits” sigils with their cooldowns and vice versa. I’ve only ever used these on my elem and my quick swap axe/axe/mace warrior build.