The sigils are overall really wonky looking to me and difficult to figure out situations where they could actually provide a clear benefit for your character. Yet there is a special slot for them now in the armor sets which will just be empty otherwise so I feel compelled to try and use them..... post/brainstorm any set ups you can think of where these sigils actually do something positive. Yes a couple of them are quite obviously good, but most of them just seem awkward/weird to actually try and use.
--Sigil of Deathroot: +15% attack, -50% heal bonus
This one is actually pretty straightforward and would conceivably be nice for any DPS character. Although if it cuts your normal heal pots strength in half (haven't tested out whether it would or not), that is a significant drawback. Might not want it on a Reaver either. I think it would be best on a rogue archer DPS since they have the best ability to not draw aggro and stay at a safe distance from any AoE attacks (which ideally will be centered on the tank).
--Sigil of Felandaris: +100% poison damage, -50% attack
This is a good example of a sigil I literally can't think of a use for. There are what 2 abilities in the game that deal poison damage? Poisoned weapons and toxic cloud? Even if you spec to use those, the damage of poisoned weapons is much less than the normal damage of your weapon, so it doesn't make sense to boost the former at the expense of the latter. Even though the bonus is twice as much as the penalty, your normal weapon deals much more than twice as much damage as your poison (which only ticks every 2 seconds and deals less than half of your weapon damage per tick).
--Sigil of Lyrium: +50% barrier, -50% health
Knight-Enchanter I guess? That's all I can think of for this one. Either that or a party set up where you have multiple mages rotating barriers so that it's active all the time, although you are taking a big risk if one of your barrier casters goes down, or gets knocked down when they're supposed to cast it next.
--Sigil of the Arcane Horror: +10% spirit damage, -50% all other damage
Again, I can only think of Knight-Enchanter. I guess you could try it with a necromancer if you are able to just keep spamming your necro-spec abilities and not doing any basic attacks or normal mage abilities.
--Sigil of the Bronto: +100% maximum guard, -100% maximum barrier
This is another one that actually looks pretty good on paper, although with the new barrier upgrade that basically makes it last 5 seconds longer, not being able to have barrier is considerably more of a trade-off than it would have been before. But this at least would definitely be useful in a party without a mage, or with only one mage that isn't using barrier. Maybe also good for a dual-dagger rogue with guard on hit effects, since they can build it very fast.
--Sigil of the Chevalier: +15% front armor, -50% all other armor
If you are controlling the tank, or micro-managing in tac cam, then this could be good since you'd be able to ensure you keep everything in front of you. But even then it may not always be possible to avoid getting hit from behind, and it seems like it would be awful on an AI companion. This is another one where even with specific party set ups built around it, it just seems bad. Maybe see how it interacts with Bear Mauls the Wolves, although from the wording of that perk I don't think you could get around the downside that way.
--Sigil of the Deepstalker: +200% flanking damage, -50% attack
This strikes me as actually the most straight-forward "good" sigil, albeit only for dagger rogues who can use flank attack, upgraded stealth walkthrough, etc. to make sure they stay behind a target. I wonder how flanking works with high dragons--does being "behind" any of the four legs work, or do you have to be attacking the hind legs from behind to be considered "flanking" them?
--Elemental Sigils: +10% (cold/fire/lightning) damage, -50% all other damage
The problem with these is the most powerful mage abilities (spirit blade, stonefist, walking bomb, decloaking blast, etc) all deal spirit damage..... so it doesn't seem worthwhile to nuke those by so much for only a 1/5 size increase in the damage of weaker abilities. At least it could be good pre-Skyhold though. Or perhaps if you're combining it with one of those "belt of the whatever pact" belts.
--Sigil of the Giant: +50% mana/stamina regeneration, -100% cooldown times
The strategy here would be to rely on abilities with very low to no cooldown times, the problem is I can't really think of any which have cooldowns low enough to make this worth it. The blocking skills like shield wall I guess? So early game when that is your tank's main way of protecting himself, it could be useful to help him avoid running out of stamina to block with. The other approach would be to use it late game when you have all 8 ability slots used so there's always something to spend your stamina on, but you would need to find 8 abilities that are equally good in order for that to be efficient.
--Sigil of the Golem: +10% Attack, -100% crit chance
I guess this would be good on a character that never goes above the base crit rate, never gets any bonus cunning, crit chance on weapons, etc. Another one that actually would be pretty straightforward to use, I think S&S would be best as they have few to no effects that proc on crit IIRC.
--Sigil of the Great Bear: +100% max mana/stamina, -50% mana/stamina regen
This needs to be tested to see how it interacts with the stamina that warriors and rogues gain from basic attacks. If it doesn't affect the stamina gained per hit that would help it out quite a lot I think. Even without that, it could allow abilities that cost a lot (50-65) to be chained, though I haven't bothered to look and see what good combinations of abilities would be for this (hidden blades straight into spinning blades or some such, perhaps). And it should be good for areas where you are engaging in a lot of brief fights and don't have any long, drawn-out fights against bosses or elites or anything.
--Sigil of the Nug: +25% healing bonus, -25% attack
Good for tanks and characters that are completely support focused (a mage with control abilities, barrier, dispel, etc.) I suppose, assuming it boosts your heal and regen pots.
--Sigil of the Revenant: +35% heal on kill, -50% maximum health
I would just put this on an "alternate" suit of armor and use it to heal back to full by killing rams in between fights, then put my "main" armor back on >.>
--Sigil of the Tusket: +100% max health, -100% armor
Seems awful against any phys damage enemies, but if you are going up against pure magic damage, such as a rift of all wisps and despair demons, then it would actually be really great.





Retour en haut







