Deleted sigil of para
what’s wrong with runes of melandru before?
ok +1sec is too much.. mostly for the mace/100b build.
but now you got indeed +15% duration.
used it on shield.. now its 1,15sec instead of 1sec. coolyes trash now
also thanx now.. why didnt reduced the mace f1? and made the sigil of para + 0,5sec??
+15% on 3sec is 0,45 sec… but on a 1sec stun like the shield thats a COMPLETE JOKE!Also thanx Anet, ty and smart move! the mace/100b is still strong and hardly a nerf..
But a complete nerf for other builds…
Because there are stuns in the game that have ridiculously short durations that would benefit ridiculously from +0.5s. Such as:
- Shield Bash
- Pistol Whip
- Basilisk Venom
- Shocking Aura
what’s wrong with runes of melandru before?
They works (or used to work, cant test it atm) the same sigil of para did. If they are fixed, a skullcrack with sigil of para should be reduced to 2,6sec right now.
how is even mace 100b strong. its just the former bullcharge frenzy 100b
without gap closer. any one who has a slight idea how it works will avoid most of it.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
how is even mace 100b strong. its just the former bullcharge frenzy 100b
without gap closer. any one who has a slight idea how it works will avoid most of it.the build doesnt matter… i dont give a kitten about that stun/100b build.
What does > read above.
i have no idea what you are trying to say tbh.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
how is even mace 100b strong. its just the former bullcharge frenzy 100b
without gap closer. any one who has a slight idea how it works will avoid most of it.the build doesnt matter… i dont give a kitten about that stun/100b build.
What does > read above.i have no idea what you are trying to say tbh.
this:
Doesnt matter if the build is good or not, people complain about the 4sec stun duration from mace..
So after this they fixed the sigil… but it doesnt really matter for a 3sec stun.. its still almost +0,5sec with sigil.
What does matter that the sigil is now complete trash on a 1sec stun skill..
+15% is only nice on long stuns.. (mace) trash on other skills now.
You’re forgetting that, that’s how the sigil was suppose to work from the start. Rounding up to the nearest second was a bug. If you think 15% is trash for short stuns then don’t use it, simple as that. The sigil should have been this way from the start.
how is even mace 100b strong. its just the former bullcharge frenzy 100b
without gap closer. any one who has a slight idea how it works will avoid most of it.the build doesnt matter… i dont give a kitten about that stun/100b build.
What does > read above.i have no idea what you are trying to say tbh.
this:
Doesnt matter if the build is good or not, people complain about the 4sec stun duration from mace..
So after this they fixed the sigil… but it doesnt really matter for a 3sec stun.. its still almost +0,5sec with sigil.
What does matter that the sigil is now complete trash on a 1sec stun skill..
+15% is only nice on long stuns.. (mace) trash on other skills now.
i thought thats how the sigil meant to be, it is a bug that they gave it a whole 1 sec. they were not for low duration stun by design.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
They fixed it. It does state 15%, not sure why you are complaining about something they fixed. Either way the sigil was quite cheap. Change the sigil on your shield to something more useful. IMO it was never that useful for shield before they fixed it.
how is even mace 100b strong. its just the former bullcharge frenzy 100b
without gap closer. any one who has a slight idea how it works will avoid most of it.
That combo could be done once every 40 seconds. You can try the other combo once every 8 seconds. Sure no gap closer also you can use the shield to go 300 can work. Long stuns are bad game play what don’t you understand about that? You can keep some poor sap with his stun break down locked in place for six seconds if he misses a dodge or has no endurance with mace,shield, and skull crack. Thats ludicrous if it can happen one time. Its not good game play I don’t care if you can avoid it a lot of the time. If its not good then why do you care if it gets nerfed. It doesnt make sense. At least make sense trying to defend it.
ok everyone knows the +15% just gave you +1sec stun duration.. we all know that!
Thats why many use it.. if it only gives +15% NOBODY is using it anymore.. Except for the mace, because they still benefit from it on there long stun duration.
So now the sigil is only usefull for a mace and thats it…Yeah i know it state 15% and we know it gave you 1sec.. but atleast make it a static amount like 0,5sec or maby 0,25sec.. so now other build besides mace can benefit a tiny bit also..
+0,15seconds (on a 1sec shield bash) is lame and yes ofc i aint using it anymore (see title)
Ummm, how would we “all know” that 15% actually meant 1sec unless you tried it and found out (or happened to read how it was bugged on the forums). It was broken before (in a pretty big way); why would you think it would never be fixed to what it was intended to be.
how is even mace 100b strong. its just the former bullcharge frenzy 100b
without gap closer. any one who has a slight idea how it works will avoid most of it.That combo could be done once every 40 seconds. You can try the other combo once every 8 seconds. Sure no gap closer also you can use the shield to go 300 can work. Long stuns are bad game play what don’t you understand about that? You can keep some poor sap with his stun break down locked in place for six seconds if he misses a dodge or has no endurance with mace,shield, and skull crack. Thats ludicrous if it can happen one time. Its not good game play I don’t care if you can avoid it a lot of the time. If its not good then why do you care if it gets nerfed. It doesnt make sense. At least make sense trying to defend it.
ok, just say that you can’t blind can’t summon AIs can’t block can’t dodge can’t evade can’t teleport can’t stunbreak can’t stability can’t cripple can’t gain protection when disabled can’t CC because of your skill.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
skull crack + 100b is still very strong.
You can’t dodge/stun break forever and you can drop skull crack every 7s or so. Eventually you get worn down and eat a HB from the skull crack.
Hammer #4 is really nice now and my shout pve build is awesome.
does the sigill stack? so 2 of them would increase the duration by 0.9s?
tried to test it in the mists, but the difference is to low. My guess is no, as no sigill stacks.
OP secretly just wants 1/4 second stuns to be buffed by sigil to 0.75s spammable stuns.
OP secretly just wants 1/4 second stuns to be buffed by sigil to 0.75s spammable stuns.
1/4 sec stuns? We are making new skills? Just dont reply with this crap.
lol fine, 1/2 sec stuns. Please go back to thief forums to beg for your thief buffs.
Compare this sigil to other sigils. The other +% duration sigils have 10%. Like the +10% weakness duration one. This one is already better than those. Also if you do the math; if you’re wielding Mace/shield and use all your stuns (and daze) you get an additional 0.FORTYFIVE second stun from Skullcrack, 0.15s from Shield Bash and 0.15s daze from Pommel Bash. That adds up to 0.75s; meaning you essentially get one more skill worth of disabling effects.
Yeah sure, I can agree it’s not worth it if you only have one stun (If you’re using Axe/shield), but then again if you use any +% duration sigil that affects only one skill, it’s not going to be worth it. I won’t take a +10% weakness duration sigil if I only have one source of weakness. Why is this sigil supposed to be an exception? Stop crying about not being able to exploit something.
(edited by Plankie.6287)
Well, it just joined the long list of useless sigils, which now holds all the duration increase sigils.
I still don’t know why they didn’t consider making it more like something they already have in GW1 for 8 years.
- Stonefist Insignia
- Increases knockdown time of foes by 1 second.
- (Maximum: 3 seconds)
- (Non-stacking)
Sigil of Paralyzation does affect Daze, it is counted as the same thing as Stun despite their very minor differences.
all is vain
I dropped it and replaced it with hydromancy (which I always felt was a fairly under appreciated sigil).
Considering the recent spike in prices for sigil of hydromancy, I’m guessing I’m not the only one switching to it.
ok +1sec is too much.. mostly for the mace/100b build.
but now you got indeed +15% duration.
used it on shield.. now its 1,15sec instead of 1sec. coolyes trash now
also thanx now.. why didnt reduced the mace f1? and made the sigil of para + 0,5sec??
+15% on 3sec is 0,45 sec… but on a 1sec stun like the shield thats a COMPLETE JOKE!Also thanx Anet, ty and smart move! the mace/100b is still strong and hardly a nerf..
But a complete nerf for other builds…Because there are stuns in the game that have ridiculously short durations that would benefit ridiculously from +0.5s. Such as:
- Shield Bash
- Pistol Whip
- Basilisk Venom
- Shocking Aura
Actually pistol whip naturally rounded up before without needing the sigil. Currently the stun is so short that it wears off before the flurry starts. A-Net already addressed this in another thread, but if the sigil added a flat value rather than a % increase, it might do a lot to improve subpar stuns while not making already decent stuns overwhelming.
I swapped mine out for Impact so that sword 3 now hits like a truck (10% from impact + unsuspecting foe trait ftw) when they are under 1/2 Health, only problem is you have to que up the sword 3 straight after shield bash as sword 3 has a 3/4 of a second cast time and you now only have a 1 second stun.
http://www.twitch.tv/kryank
http://www.youtube.com/user/minikryank
Yeah.. not really fan of weapon swap sigils.. they have long cooldowns (this one is 9sec) so for 9 sec you cant use any other sigil (not even on your second weapon)
I run GS/Hammer and had a sigil of fire on my GS, but the on crit proc was interfering with hydromancy, so I replaced it with bloodlust and now every 10 secs is AE chill (Fast Hands).
I was a bit hesitant to drop fire at first, but a reliable PBAE chill on such a short cooldown is really very nice.