Is anyone else using Superior Runes of Grenth and Superior Sigils of Chilling? Chill is a great condition. What opponent can afford to have all his skills to recarger 66% slower? Especially his heal skill when he really needs it bad?
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Is anyone else using Superior Runes of Grenth and Superior Sigils of Chilling? Chill is a great condition. What opponent can afford to have all his skills to recarger 66% slower? Especially his heal skill when he really needs it bad?
the grenth rune and sigil of chilling looks really crappy in my opinion, most chills i see only last 3 seconds, even if you magically chill someone for 10 seconds, you really don't need the extra duration..
extra duration on any condition is only useful if you can apply that condition really frequently, like bleed, burn, poison..etc
so if you really like chill, i'd suggest just using the sigil of hydromancy which aoe chills for 3 seconds with only 9 second cool down on weapon swap :O, with 2 of those on your weapon sets its easy to chill people instantly with the catch that you need to be in 240 range.
» Edited on: 2013-01-09 21:34:39
To be fair, an elementalist with the Conjured Frost Bow can keep a really long chill duration quite frequently (+20% condi duration while holding the frost bow) from both Deep Freeze which freezes the target completely, (5 skill) and the 3 skill. The name kinda slipped my mind, but it shoots out like, a fan of frost so it really only works well when you get in close. If you're equipped with a staff, frozen ground + Projectile finisher works wonders too.
Frostbow's fan skill does a 1-7 second chill (not the most reliable range but still good) on 15 second cool down, deep freeze doesn't count as chill and has a 30 second cool down, so I wouldn't say its all that frequent, on top of that I doubt many ele's would be willing to sacrifice an utility slot for that skill in PvP or WvW, I've personally only see it used in AC when people use it to take down mounds ~.~ frozen ground is pretty good though i agree,that with blasting staff trait its pretty normal to get 6 seconds of chill on someone (2second and ticks upward as they are in the area), the cool down for that skill was also 15 sec i think, which is pretty okay the fact that you can switch to earth to cripple people, but if its the only skill to rely on as a chill control like the frostbow then its not that great which goes back to my main point of why using chill runes and chill duration sigils is not that great, you don't really want to focus on just buffing one control skill, especially one that doesn't really need such upgrade... its harder to stack chill and more useless because it has three factors of "don't need more duration yo" which are: 1. I don't do dmg 2. I don't stack in intensity but only duration 3. I can't be spammed (tons of skills outthere can constantly apply bleed, poison, burning, weakness and cripple) just try out the 3 second chill/9 second CD on the hydromancy sigils
chill is great in the right places. My ranger uses LBow/SBow and having sigils of hydromancy is useful when baddies get in close as it allows you time to move out without wasting a dodge. I don't use them anymore as I tend to use luck or accuracy sigils now depending on which armor/weapon set I am using.
if you are confident enough, you can just stack it up, then change to another weapon, what i do is i get my Sigil of Perception stacks up (+11~12% critical chance at maxium stack), then switch back to my weapon with +5% critical chance sigil, this gives you +16~17% extra crit chance, really powerful in WvW and Dungeons.. the stacks don't go away if you take the weapon off, only on down state.. if your already a skilled killer, you already don't die often.. and the stacks will just tip the scale to your favor even further