Sigil of Stamina

Sigil of Stamina

in Bugs: Game, Forum, Website

Posted by: Saturn.6591

Saturn.6591

Since I’m looking for sigils to put into the weapons of my second weapon-set (maybe I find something that I like more than those I use currently), I went into the mists and played around. I wanted to test the Sigil of Stamina, but I couldn’t get it to do anything. No matter if I killed a Golem-dummy, a trainings-npc or the pvp-bosses… Sigil of Stamina didn’t move my endurance an inch. Nothing happened. I’ve also tried attacking more than one target to make 100% sure that I’m still in combat (who knows… maybe it only works then!) when it’s supposed to trigger… but it didn’t help either.

So I think that’s probably a bug. Or am I missing something?

P.S.: I didn’t test if it’s the same for other on-kill sigils.

Sigil of Stamina

in Bugs: Game, Forum, Website

Posted by: Jeffrey Vaughn

Jeffrey Vaughn

Content Designer

Sigils don’t activate if the target is worth 0 experience. So ambient animals, target dummies, etc. won’t work.

Sigil of Stamina

in Bugs: Game, Forum, Website

Posted by: Gilosean.3805

Gilosean.3805

Sigils don’t activate if the target is worth 0 experience. So ambient animals, target dummies, etc. won’t work.

This seems like a reasonable policy in general, but it’s having a major impact in LS instances. Player builds that depend on on-kill traits like Renewing Justice or sigils like Bloodlust are having a really hard time. https://forum-en.gw2archive.eu/forum/game/lwd/Mobs-that-don-t-trigger-traits/first has more details.

Could this be fixed so that XP is separate from triggering on-kill traits? Or maybe make the enemies in instances worth 1 XP so that players aren’t accidentally nerfed and struggle a lot with content?