I think nerfing Sigils of Hope of was completely warranted. However making a long-uptime relatively low mana-cost buff into a varied up-time high mana cost buff seems like a strange way to go about nerfing a skill.
Frankly the change to Sigils of Hope has made my paladin vastly less smooth to play and causes me to constantly have mana issues no matter how I decide to use the skill. When I attempt to utilize the skill as a short-term buff it consumes a huge portion of mana and as I am playing a paladin I do not have strong methods of mana recovery from gear/talents so even were I to drop damage and defense to aquire mana efficiency or +mana on gear it would barely help the problem and make other aspects of my character much weaker.
When using the skill as a long-uptime buff (trying to keep full charges 3-5 doesn’t matter how many) I find myself facing the same mana issues I have when attempting to use the skill in the short-term but now I am constantly OOM. One would then think that clearly the spell is not meant to be used as a long term buff then but many of the skill nodes seem as if they were designed for a longer uptime buff such as the additional charges and many nodes that scale ever higher with the more nodes you have up. Constantly going OOM while trying to keep up as many sigils as possible also seems to go against the idea of the skill being for long-term use.
In my opinion the best answer to this terrible gameplay experience is to give the players a choice via Sigils of Hope’s skill tree. Either they can spec into a strong short-term buff with a decent mana cost attached to it (more nodes like Word of Power/Alacrity) or what is basically the pre-nerf version but with lower numbers or a redesign on what Sigils of Hope as a 100% uptime buff actually provides via the changing of the skill tree.
Third super secret option btw is to make other skills that sentinel players actually want on their bar. Maybe it’s a good idea to not look at how STRONG Sigils of Hope is but rather how weak their other options really are.
Forgot to mention the annoying aspects of this skill are less noticeable in arena than in monolith runs. This is only so because of your ability to chain kill many more mobs and proc Last Wish node (6% chance on kill to generate a sigil). Still that means in order for the skill to feel decent AT ALL you MUST have this node taken and be in arena.