[sPvP] Sigil of Paralization
-Yes
-Anything that is considered a Daze i.e. Pistol Whip stun and the Steal daze. It also affects the Headcrack we can steal from Guardians but I have not tested it.
Thx for the answer. Another question then.
The duration is the same as PvE on sPvP (regarding the skill’s tooltips)?
I am not aware of any stun-duration differences between sPvP and PvE/WvW.
There was once a rounding bug that rounded stun-durations to the next full second but that was fixed a while back.
So basically it works as advertised afaik.
thank your for ur help
Afaik is tactical strike a 1.5sec daze in pvp (which automatically rounds up to 2sec). So para sig will Not increase it anymore, also Not mesmer runes and Even no 3sec daze with both.
And i think i read it somewhere that sigils/runes that increase daze duration Do Not any longer affect stuns (that was thought as a hambow nerf but Hit s/p much harder). So anet decreased delay between stun and flurry. But im Not 100% sure about this
Is b venom affected?
Never recognized a longer b venom when i play my dazelock in wvw (para sig on sword).
so rune of mesmer and sigil of para are useless in pvp?
Afaik…yes. At least for tactical strike. Dazelock was once too powerful so it got nerfed to death.
Edit: this is for pvp. It still works in wvw/pve. But there you only need either sigil or runes
Afaik is tactical strike a 1.5sec daze in pvp (which automatically rounds up to 2sec). So para sig will Not increase it anymore, also Not mesmer runes and Even no 3sec daze with both.
And i think i read it somewhere that sigils/runes that increase daze duration Do Not any longer affect stuns (that was thought as a hambow nerf but Hit s/p much harder). So anet decreased delay between stun and flurry. But im Not 100% sure about this
I don’t believe this is accurate information.
Tactical strike normally inflicts a 2 second daze, but in sPvP I believe the duration is reduced to 1.5 seconds to prevent the daze locking you were talking about.
The durations are also not rounded for partial seconds, or at least they shouldn’t be. A 2 second daze should last precisely 0.5 seconds longer than a 1.5 second daze.
Additionally, anything that increases daze/stun duration will simply increase it. It used to be a case that durations were rounded (at least in regards to stun), but they corrected that a while back.
So if you use 6 runes of the mesmer, tactical strike should result in a 2 second daze (1.5 * 1.33 ~= 2.0). I have not tested this to verify, but I believe this is how it should work.
Keep in mind that in game tooltips can only display durations with a 0.25 second precision (i.e. 1/4s, 1/2s, 3/4s, 1s, 1 1/4s, &c.), although whether or not the game actually rounds the durations to quarter second values is something I don’t know. It may just be that the tooltips only display those values when the actual durations are in fact somewhere in between (i.e. 1/3s or 5/6s).
Similarly, the sigil of paralyzation will increase any stun durations by 15%. As mentioned before, it used to be the case that durations were rounded, which made it possible to get a 4s stun off of a warrior’s skull crack ability. However, they changed it so that the durations were no longer rounded, so it should just apply an additional 15% stun duration now.
As such, pistol whip should stun the target for 0.575 seconds (0.5 * 1.15 = 0.575), so the duration increase should not be very noticeable. It’s still possible that the game may round to a certain number of partial seconds, but we don’t know for sure.
As far as I know, basilisk venom has never been affected by the sigil of paralyzation since it is not a stun in a conventional sense. Sigil of paralyzation should also not have any effects on dazes, fears, &c., although I believe it may have used to before a previous patch.
As for the pistol whip having it’s delay decreased, this was just to clean up the ability. There used to be a very long aftercast delay in between stunning the foe and executing the attack, meaning the thief had to stay stationary longer and the opponent had more time to react or be released from the stun. I don’t believe that change really had anything to do with the sigil of paralyzation fixes back in October. I don’t believe the wiki has been appropriately updated since that time.
So in sPvP, the runes and sigils should still function and are thus not useless, although whether or not they are of any worth is another matter.
(edited by Yamsandjams.3267)
I know someone tested tactical strike (a year ago). Ts is listed as a 1.5sec daze, but back then it inflicted a 2sec daze (at least the dazed Icon on that Dummy was 2sec visible). Maybe it was due to the rounding bug which was fixed in octobre.
So, Maybe you need a para sig now to get the Same 2sec daze. It doesnt rly matter, Ts is crap in pvp (4sec revealed + shorter daze, horrible aftercast from cnd).
Ts is crap in pvp (4sec revealed + shorter daze, horrible aftercast from cnd).
They nerfed it and then accidentally nerfed it again without un-nerfing the previous nerf nor compensating it, and then they fixed rounding making the daze even shorter, making it a horribly nerfed to death skill.
If you happen to be in stealth with sword mainhand you are better off striking from in front for the blind which they actually buffed which didn’t need any buffs, or doing a LS or Pistolwhip.
Also while stunlock builds were viable we had a stun breaker on 2nd sword-skill, which made it hard to lock us down and since stunlock builds weren’t really dodgy or had access to stability, we relied on this skill.
Then they suddenly wanted S/D thieves to be dodge spammers, and buffed flanking strike while everything else was nerfed to oblivion.
CnD nerfed, Dancing Dagger nerfed, Tactical Strike nerfed, Stealth nerfed, Infiltrator’s Strike nerfed.
(edited by Ghostwolf.9863)