WvW weapon sigils
You are talking about zerging I believe?
Conditions don’t do well in zerg versus zerg, as there is a lot of random condition cleansing being thrown around. Thus, 60% to remove a condi on crit is not worth it, IMO. Also this sigil costs an insane amount of gold.
Sigil of energy is very good in any circumstance. Don’t put it on both sets though. Warriors can get a trait called ‘Fast Hands’, this allows you to swap every 5 seconds instead of 10. Just make sure to swap regularly, and you will get the maximum out of your sigil of Energy.
Sigil of Fire adds a little AoE damage, can’t go wrong with that.
I guess, if you run a shout healing build, you could get the sigil that stacks healing power on kill; Superior Sigil of Life. You can also get Sigil of Renewal to do an AoE heal on swap.
If you want to increase sustain on yourself, Sigil of Blood or Sigil of Leeching are good. Probably leeching, as blood relies on critical hits (and you have low crit chance).
Last but not least, I would definitely get sigil of paralysation on hammer, so your Stun from hammer lasts longer.
Good luck.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
You are talking about zerging I believe?
Conditions don’t do well in zerg versus zerg, as there is a lot of random condition cleansing being thrown around. Thus, 60% to remove a condi on crit is not worth it, IMO. Also this sigil costs an insane amount of gold.
I think he means sigil of Purity, though.
For Groups 20+, choose among the following.
For hammer:
1- fire (my choice)
2- paralisation
3- intelligence (my choice)
4- stamina
For sword:
1- perception (my cheap choice) – “stack” sigils need to be on your water weapon as well, ideally.
2- bloodlust
For warhorn:
1- energy (my choice. If you use it properly you’ll never change it with any other sigil)
2- hydromancy
I cannot advise for GvG, since I do not have enough experience.
As for roaming, well, the whole setup is different so that will require different gear/runes/weapons/sigils depending on a more personal taste.
Desolation
(edited by Manuelito.6081)
this is y setup for sigils for my zerg build, but its just how I play it
hammer – leeching, water
sw/wh – energy, renewal
I sit in hammer more and I tend to jump at people to cc my teamates are fighting with already so I feel like the water helps that much more, and leeching is nice, it gives u a nice boost in heal and damage while im ccing my targets to kinda jump start my HS and adrenal health if my hp is down. its like a small heal, and then the passive heal takes over while my target cant do anything. for the sw/wh I use it when I need to get out so renewal gives u and anyone around u a small heal, and with wh clearing conditions, and energy helps with more dodging since im trying to get out.
@Loading
If the set Sw/Wh is mainly used to get out of a situation, wouldn’t a 2sec chill be better than a small heal (and then Sw #2 to jump out the area)?
I see for the Hammer you prefer a less dmg-based approach, so that is your personal choice. I still believe though that paralisation and stamina serve the same purpose of keeping you alive “longer”.
Just food for thought.
Desolation
(edited by Manuelito.6081)
@Loading
If the set Sw/Wh is mainly used to get out of a situation, wouldn’t a 2sec chill be better than a small heal (and then Sw #2 to jump out the area)?
I see for the Hammer you prefer a less dmg-based approach, so that is your personal choice. I still believe though that paralisation and stamina serve the same purpose of keeping you alive “longer”.
Just food for thought.
yea I see what u mean with the chill, but I just feel like sometimes IMO theres so much condi cleansing, imo a small heal on urself and ally in range, even though a random aoe will just bring it back down outweighs a condition on your target and get cleansed.
and for the hammer, I ran with paralization for a while, but I noticed in the initial clash between the zerg, theres so much aoe that extra stun wouldn’t make a difference because their either burned down before the stun is gone or they’ll break the stun and have stability, and for chasing down people after that, its more of a good timed cc than a longer cc, even though a extra helps.
that’s why I opted into something that would benefit my zerg more, even if its that little bit, cause if u have a cced target and nobody to help you take em down then whats the point
just wanted to point out also, I usually run with the pug mindless zerg and not any organized guild, that’s why I have those opinions on it
(edited by Loading.4503)
Fire/Force on hammer and Energy/Bloodlust on Sword/Horn is my recommendation.
Fire is the best AOE damage sigil you can use for power based builds.
I prefer Force over Impact/Paralyzation because stability will negate the effect of these sigils.
Fire/Force on Hammer because hammer is your main DPS weapon and you want to put your DPS focused sigils on your primary weapon set.
Energy on Sword (or Horn) to recover 50% endurance (an extra dodge) on weapon swap. Unlike guardians who can’t get a 5 second weapon swap warriors only need to put this on a single weapon set instead of both.
Bloodlust on Horn (or Sword) to stack an extra 250 power. I would not use a different attribute stacking sigil because Bloodlust is far superior to anything else for a frontline hammer warrior. I prefer Bloodlust over Perception because 30% crit chance before fury is the most optimal before you start sacrificing other stats for precision. Healing power doesn’t scale as well as other professions such as guardian so even for a shout healing build I still prefer Bloodlust over Life.
You generally don’t want to use sigils such as Stamina or Restoration because that is relying on enemy kills for sustain. Your sustain should come from skills and not sigils, e.g. blasting water fields for healing and using shouts with trooper runes for condition cleanse.
@Crius
With 5sec swapping weapons would you still consider Force > Intelligence?
Desolation
Yes, I still would. Weapon swap sigils have a 9 second internal CD and weapon swapping for most professions have a 10 second CD. To make the most out of an Intel sigil you would have to swap everytime your swap comes off CD. Energy sigil on the other hand is defensive and you use your CD when you need to for sustain (e.g. swapping for blast waters with horn #5, to use savage leap, swapping for extra dodge roll, etc…) If I don’t need to blast waters and use my gap closer (savage leap) I tend to stay in hammer until a rerally.
really ?! Hammer with no Sigil of Impact ?
I’m disappoint.
On my hammer: sigil of impact, sigil of intelligence
on my axe+shield: sigil of energy, sigil of battle
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