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Does Sigil of Agility really need to go?


Lonecap.4105

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It's quite a fun sigil, and not that OP imo, could just remove the swiftness. Could make a sigil that gives only swiftness for example on a 9 second ICD, and then use it as an excuse to add new sigils, as someone recently suggested.

It just seems strange since it was recently brought in line to 1 second down from 2, and now they don't want it at all? The indecisiveness is troubling to be honest.

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@ProverbsofHell.2307 said:It's quite a fun sigil, and not that OP imo, could just remove the swiftness. Could make a sigil that gives only swiftness for example on a 9 second ICD, and then use it as an excuse to add new sigils, as someone recently suggested.

It just seems strange since it was recently brought in line to 1 second down from 2, and now they don't want it at all? The indecisiveness is troubling to be honest.

its used to abuse 1s of quickness to make some long cast time skills really hard to react to, or some kinda fast ones unavoidable.some classes/builds dont have quickness for a reason.

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I've already posted about how from the start Agility should have been based on PvE at 9 seconds ICD with only 1 second quickness. 2 seconds at 18 seconds was too much.

That one second means a lot for professions that requires a lot of key presses to achieve anything good while because it was 18 seconds, it meant that every professions would be evenly squared compared to those who could benefit at 9 seconds every full weapon swap rotations. 2 seconds like said was too much and allowed the biggest offenders like Ranger to do things stupidly.

It's a dumb decision. If Anet really wanted all Sigils to be used equally, they would all be 18 seconds cooldown.

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Its always something aint it....

At this point just make everyone enter pvp with only traits and weapon skills using base stats.The only bonuses you can get are from your own traits and utility skills

no runesno sigilsno amulets

Want more power better look at your traitsWant more boons better look at your traitsWant healing power better look at your traits

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@Quadox.7834 said:Yes it had to go.

Agree because it removes match complexity that you would otherwise need to respect to land heavy skills.

And I think energy should as well.

Hard pass, because it removes match complexity in the sense that it would be easier to count dodges and thus trivialize landing heavy skills, which is the problem of the first sigil to begin with.

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@Azure The Heartless.3261 said:

@Quadox.7834 said:Yes it had to go.

Agree because it removes match complexity that you would otherwise need to respect to land heavy skills.

And I think energy should as well.

Hard pass, because it removes match complexity in the sense that it would be easier to count dodges and thus trivialize landing heavy skills, which is the problem of the first sigil to begin with.

That's a good thing, it makes it more worth to time your abilities and to use heavier/slower attacks rather than invest in as much instant damage / autoprocs as possible (which has always been a problem in gw2).

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@DanAlcedo.3281 said:

@"AngelLovesFredrik.6741" said:Agility should stay. This change will single handedly delete any form of dps guardian to ever being semi viable.

Which would tell us there is a problem with dps guardian if its only viable with the sigil.

Yes, all your burst relying on channeling a 2.5 second cast time ability inside of the enemy hitbox to do any form of meaningful damage. (which also slows down your movespeed by 50%)

I would love to be able to play dps guardian without Quickness Sigil and Movespeed Rune. But that's just not something you can currently do. (or ever could)

Edit: It's already not viable above gold.

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