GW2 Introducing Rune and Sigil Salvage

Arenanet will be allowing runes and sigils to be salvaged starting with the Nov 13 update.

Runes and sigils are becoming salvageable. That’s right, no more minor runes and sigils clogging up your bag space!

When runes and sigils are salvaged, they’ll yield a new material called a lucent mote. You’ll also have a chance to salvage rarer materials: symbols from sigils, and charms from runes. Lucent motes can be refined by all crafting disciplines and—along with symbols and charms—used in recipes to create sigils and runes.

The chance to extract runes and sigils from a salvaged item using a salvaging kit will change to a chance to salvage runes and sigils. You’ll still be able to obtain runes and sigils directly through new Mystic Forge recipes that make use of the salvaged materials.

Black Lion Salvage Kits will retain their current functionality with a 100% chance to extract upgrades from salvaging gear. Additionally, the price of Upgrade Extractors will be adjusted from one for 250 gems to three for 250 gems, ten for 700 gems, and twenty-five for 1500 gems.

Recipe Changes for Runes and Sigils

Many recipes now use the new rune and sigil salvage materials rather than their previous basic crafting materials. We’re also adding several recipes for runes that could previously only be obtained by salvaging them from gear. Numerous recipes will be available from crafting trainers, but you can discover others as rare drops or rewards throughout Tyria.

Rune and Sigil Revamp

Runes and sigils can be strong augmentations to builds, but some have been less useful. With this update, the majority of runes and sigils in Tyria have changed in some fashion—some subtly, some dramatically—with the goal of creating more meaningful choices from a bunch of interesting options.

We’ve aimed to remove randomness in general so you can better evaluate and depend on an item’s benefits. Dubious advantages like gaining aegis when you’re struck can actually encourage you to get hit. This feels odd, and is even worse when getting hit isn’t guaranteed to give you that benefit. So, we’re getting rid of the vast majority of “when struck” upgrades and all of their unpredictability.

Below you’ll find a few examples of runes and sigils that are getting tuned up, tuned down, shifted laterally, or reworked entirely to offer you greater variety and choice.

Rune of Dwayna

Rune of Dwayna will hone in on solidifying its support role while also providing a nice boost to your own survivability. As described earlier, the chance to gain regeneration when you’re struck is disappearing.
Old:
(1): +25 Healing
(2): +10% Regeneration Duration
(3): +50 Healing
(4): 25% chance to gain regeneration for 10 seconds when struck. (Cooldown: 45 Seconds)
(5): +100 Healing
(6): +20% Regeneration Duration; after you use a healing skill, you and nearby allies gain regeneration for 5 seconds. (Cooldown: 10 Seconds)

New:
(1): +25 Healing
(2): +10% Regeneration Duration
(3): +50 Healing
(4): +20% Regeneration Duration
(5): +100 Healing
(6): +10% Maximum Health; regeneration you apply is 20% more effective.

Rune of the Ogre

The new Rune of the Ogre now summons a stalwart rock-dog ally upon entering combat instead of granting you a chance to summon one when struck. If you’re still in combat when the cooldown is over, your rock dog will be automatically resummoned.

Old:
(1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): 25% chance to summon a rock dog when struck. (Cooldown: 90 Seconds)
(5): +100 Power
(6): +4% Damage

New:
(1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): +65 Ferocity
(5): +100 Power
(6): +4% Damage; summon a rock dog while in combat. (Cooldown: 60 Seconds)

Rune of the Scholar

The new scholar rune parts with half of its damage modifier while you’re healthy, but gains a significant dose of ferocity, giving you a more reliable damage increase at the cost of highly conditional damage.

Old:
(1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): +65 Ferocity
(5): +100 Power
(6): Increase damage by 10% when health is above 90%.

New:
(1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): +65 Ferocity
(5): +100 Power
(6): +125 Ferocity; increase damage by 5% while your health is above 90%.

Sigil of Vision

The new Sigil of Vision takes the core concept of the Sigil of Intelligence and pushes it a little further. Three critical strikes can be meaningful, but they’re often consumed immediately. By switching to a duration of time, more impactful choices can be made about whether to invest in your precision and critical strike chances or to rely on windows of opportunity.

Old (Sigil of Intelligence): The next three attacks have a 100% chance to critically strike after swapping to this weapon in combat. (Cooldown: 9 Seconds)
New (Sigil of Vision): Critically strike an enemy for 3 seconds after swapping to this weapon in combat. (Cooldown: 9 Seconds)

Sigil of Celerity

Celerity will change from granting you quickness at a potentially awkward and unpredictable time to granting quickness when you decide to disable a foe, creating a chance to capitalize on the enhancement.

Old: Gain 1 charge after killing a foe, and gain 5 charges after killing an enemy player. At 25 charges, gain quickness for 5 seconds. (All stacks are lost when in a downed state.)
New: Gain quickness for 5 seconds after disabling a foe. (Cooldown: 20 Seconds)

Sigil of Concentration

Concentration has been impacting boon-granting professions for some time. While it has enabled a few very strong builds, it also makes the Sigil of Concentration mandatory in high-end PvE content, without any way to replace it. So, we’re adding a couple of utility options that will help with this while tuning the sigil to a reasonable level.

Old: Applying a boon increases its duration by 33% for 7 seconds after swapping to this weapon in combat. (Cooldown: 9 Seconds)
New: +10% Boon Duration

We’ve been working on this project for a long time, and we are looking forward to sharing it with you.
—The Guild Wars 2 Systems Team

  • Sindariel

    I guess this is their answer to the requiem armor debacle.

    • Burn Bicz, BURN

      really hope so

    • turkeyspit

      Was thinking the same thing. Will suck for all those who bought them at 10g each, but /shrug

      • Squatch

        All I can think of is that I have 5 hours until I can get home and cancel my 20 buy requests…. With my luck, I’ll have all 20 in my inventory for 200g and the price will drop considerably.

        • turkeyspit

          I hate to ask, but what happened? Were you able to cancel your buy orders?

    • Narottam Zakheim

      might come in handy at wintersday too 🙂

    • guest

      I haven’t been following GW2 lately, came back around Halloween. What exactly was this requiem armor debacle? All I see is that it’s some achievement category to unlock an armor set, so I’m not sure why this would have anything to do with salvaging runes/sigils.

      • A Hyena On Valium

        You need 25 for unlocking the original skin runthrough, which lets you craft the rest of the pieces. Prices accordingly shot up to 20g a sigil, from coppers before. Last I checked, they were down to 4-5g, but I’ll wait for this to go through before trying to finish it out.

        • Asda

          Fine with me, let the poor scrubs not have the shiny glowy armor that puts the legendary set to shame. Useless thing to complain about, something being gold gated. Just grind gold, unlike the liberal fantasy world, there’s no wage gap in GW2.

  • Mr. Wednesday

    I was literally just thinking that I wish we could salvage sigils

    • Squatch

      Can you think about build templates next? plz 😀

  • Alot

    Great addition. 80% of the way to what I’d have liked but this makes the game much more playable for the inventorally challenged – as in “me”.

    I’m left feeling that scribing and runecrafting should have been changed to account wide professions. Bit late for that though.

  • Aguy who died from finger pain

    HOLY FUCK ITS HAPPENING

  • Ares Zax

    Huh. I didn’t expect this change. I didn’t mind the old system so much because I saw the sigils/runes I obtained as “paying for the cost of my salvage kits”, but I do understand why people found it annoying. Anyway, I think this new system sounds promising, but I’ll wait till I see the final recipes before passing verdict. I hope that ANet also continues to do a balance pass over all the runes and sigils, especially the “build charges” ones. There are so many runes and sigils with unique (and honestly, quite fun) effects that just NEVER see use in the game because they’re viewed as being sub-par to the meta upgrades. If you’ve ever had like 8 summoned Fleshreaver allies following you around in WvW, you’ll know what I mean. 😉

    • Alot

      You will now get Lucent motes out of your sigils which should be sellable for similar prices – plus they will stack so inventory and black lion market friendly.

      I would have liked to see rare mote types from rare sigils (And expansion specific motes) and the ability to salvage recipe books into motes if you’ve learnt all the recipes. Good start though.

      • Ares Zax

        Oooh, the ability to salvage recipe books into motes is a damn good idea. Lord knows how many Fractals and WvW recipes I’ve trashed because they’re account bound and I already know them.

        My main concern is that ANet may try to “preserve prices” in a similar way they did with craftable Precursors and make popular runes/sigils extremely expensive to craft. (That ultimately ended in disaster with all but 3 Precursors now cheaper to buy off the TP rather than craft them, because their prices could no longer follow changing market demand.) I hope ANet learned their lesson this time around and make upgrade crafting use a consistent system that is able to adapt to changing market prices that can follow changes in player tastes and the meta.

  • Alduin

    Thank you ArenaNet!

  • Raizel

    First the Leg weapon sigil swap, now this, really nice Anet, thanks! 🙂
    All that’s left is build templates now.

  • Asda

    For once, I’m hugely excited about a patch.

  • FrycoN

    What you think about infusions go to wardrobe section ?

    • Alot

      It will happen eventually.

      • Squatch

        How do you think it will effect effects connected to trinkets like Aurora? Would you think the effect would save as an infusion in the wardrobe?

        • Alot

          I’d assume it would work the same way the toys went when their tab was added. The ability to slot one of each effect type (such as footprints and the 3 levels of effects which can affect skin) but not multiple of the same type.

          I’d assume that items would still keep their effects though. So you’d only be able to slot one trinket fx but could achieve two trinket fx if you equipped aurora and slotted a second legendary ring (though that collection isn’t completable yet).

    • Vadim Karpov

      A-net said about it a long ago – they have problems with animated effects placed in wardrobe, so they can’t add infusions there. But of course this is “bulsit”, animated armor and weapon works fine, they just want to save this gold sinking mechanism.

  • EyesOfGehenna .

    This is pretty good. I wonder if all those stack building sigils will get a similar treatment and become a thing of the past.

  • Git Gud

    The god damn heart palpitations when I heard there was a change planned for scholar rune… but no, looks like a good patch gj ANet

    • Alot

      What would have been wrong with a scholar nerf? The only place its relevant is raids and high end fractals – and despite what most people think of themselves, they not getting the 90% health+ damage buff in those settings – especially in the last phase of those fights where it matters.

  • Mike Yorku

    Sigil of Int change is a nerf to fresh air Ele specs.

  • Mat H

    Correct me if I’m wrong. So after the changes, when we salvage an item with a rune or sigil, we will get the salvaged product of the rune or sigil instead of the rune or sigil itself right?

    • Vadim Karpov

      Looks like this is a new way to force people buy upgrade extractors:(

      • Apple Salad

        Not really…or depending on the player’s decision(?). No one will risk using a ingame salvage kit to retrieve sigil/rune if it’s indeed valuable; usually.

    • Apple Salad

      Yes. You get lucent motes and possible symbols(from sigils) or charms(from runes) instead; Used in recipes to create sigils/runes. Nothing changed aside from adding abit of value to useless/low grade sigils and runes as crafting materials. BL’s salvage kit function remain unchanged etc.

  • Vadim Karpov

    I don’t understand. You can’t extract runes and sigils with salvage kits anymore, they become salvaged with gear contained it? Whats with runes and sigil already extracted?

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