Showing Posts For CrimRaiOh.7682:
currently I run dungeons/fractals as a Condition Mesmer. me and my condition thief generally keep it bleed stacks at a constant 20 to 25. as it is if anyone runs any bleed we pretty consistently hit the cap (so 99%). if it takes 2 people in a 5 man party to hit a cap there is a problem. it seems conditions were also balanced around 1v1. so why was the cap ever party wide? 25 per person sure. but really why the cap? if the goal is to keep them around that number you BALANCE the classes to keep it there. a cap feels like a unneeded band aid. and a party wide one feels as silly as not being able to bleed a box when i can bleed robots…
(edited by CrimRaiOh.7682)
I 100% agree with the idea with the idea of at least phantasms being affected by sigils. and why not? they are basically our one of our main damage sources. the devs keep saying they are not summons but extensions of the Mesmer themselves. its the equivalent of an aoe circle doing the same thing(as far as i know they do. havent bothered with the crit sigils since 2/5 of my skills on every weapon cant use them).
illusions i would like to also take advantage of sigils but as they can be generated (and usually are) by other means like rolling, I could see a counter argument.
now as a plus this would be a good incentive for alternate builds that arnt shatter. its really quite annoying when you think you build (precision/condition Mesmer) would work well with crit sigils, but then you realise with staff 3/5 skill dont trigger sigils and on most other sets its atleast 2/5. is it really that much to expect full use of sigils?