I’m wondering how much life you steal with the superior sigil of blood ?
Thanks
There is a hidden cooldown on the incendiary powder traits in explosives traits line. It should either be showed or removed.
I talked about it on another topic, and I’d like to see if I’m the only one feeling this way.
Incendiary Powder has an hidden cooldown, preventing us to massively stack burning on a target. The thing is that it also prevents it to trigger on more than one target every x seconds. For an explosives traits, which are designed to hit multiple targets, I fond it a bit odd and useless. I’d rather like to see a shorter burning duration and a decreased chance to trigger the effect to prevent stacking, but with a way to trigger it on more than one target.
Or does it is also to prevent it on multiple target ? Which would be a bit odd as I said, as explosions are meant to hit more than one target.
Hi,
As some people may not know, there is an hidden cooldown on the incendiary powder trait. As I understand it, it’s a way to prevent a mass conditions stacking. But as an explosives branch trait, it is expected to hit multiple target with explosions. Or, with this cooldown, the effect can only occure 1 time on one target every x seconds, which is nearly useless with explosives and don’t really fit with the way explosives kits work.
My suggestion is to remove the hidden cooldown, but reduce the duration or the % chance for the effect to happen, to prevent mass stacking, but let engineer a chance to trigger the effect on multiple targets.
I suppose it was a way to prevent mass condition stacking, but it would have been better to reduce the % chance that happens or the duration, because it doesn’t work on more than one target, which is a bit odd on a explosives traits, as it will, by definition, hit multiple tagets.
What I feel strange for the engineer is that most of his traits that have a chance to trigger a condition have a cooldown AND a short duration. But most of his weapons hit more than 1 target. Incendiary powder, which is an explosives trait, is close to useless with explosives because it will only happens on only one target every x seconds. In comparison with a full critical damage build that can deal more damage to all enemies you hit, it feels a bit weak.
I understand why they use a cooldown, I just don’t understand why it is hidden. And a full critical build seems better than a condition build for an engineer then, or am I mistaken ?
Thanks. Well, I bought my equipment to increase condition damage and it seems it would have been better to go for increased critical damage. They shouldn’t make hidden stuff like that.
Because it doesn’t seem to trigger as often as it should.
It would be a good idea to show hidden cooldowns on sigils/traits, it would prevent players from buying things to make a build that will not work.
Lone post waypoint (Straits of devastation) on Vizunah square is already bugged
Posted by: Spleen.7836
It was bugged for a few days, was reset today and is bugged again. We have to repulse Risen waves, but there is not enemies to repulse.
Thanks then ! And there is a cooldown like this on every critical strike sigils ?
Thanks for your answer ! By “per skill hit”, you mean that if I use a skill that hit multiple enemies, it could trigger it multiple time ?
And using one of them on my main and and one of them on my off hand give additional chance to trigger it ?
(edited by Spleen.7836)
Hello,
I read a lot of different things about it, and I don’t know what to think anymore :/ A lot of sigils have a cooldown on the effect, but there is nothing about a cooldown in the earth sigil description. So i’m wondering if there is an hidden cooldown on sigil of earth, and how it works, if possible.
Thanks !
No idea ? too bad :/
Hello,
As I’m looking for a nice armor for my engineer, I’d like to know where I can find this one:
https://d1nneesl1sywb9.cloudfront.net/global/includes/images/screenshots/engineer/engineer02.jpg
It’s the armor the human engineer is wearing at the character creation.
Thanks !
This post is very helpful, as I’m trying to play mesmer. I have some problem in PvP sometimes though, especially against thiefs. Even if I try to use my decoy to cloak and flee, thiefs continue to spike me when I’m invisible, like they still know where I am. Well, they probably don’t know, but their skills “know”. So I don’t really see the point of decoy :/ Maybe I’m doing it wrong.
Although I’m wondering if sigils for weapons, like “x% to do y on a critical hit” is triggered by phantasms too. After some tests, I’m guessing they are not, but I’d prefer asking. What sigils should I use with my mesmer ?
Thanks !
Hello,
Phantasmal haste does not stack with duelist’s discipline with phantasmal duelist, but each one correctly decreases recharge time when you take only one of them. Does it work as intended ?