(edited by Snowywonders.1378)
Air sword vs dagger auto attack
Dagger is a power weapon sword is more of a condition weapon which is why the Dagger auto attack hits harder for air atunement that is.
Sword Air do not have any condition and should scale like a power weapon. Dagger fire do have a tons of conditions too, it do not matter.
Sao Dexan Lvl 80 Elementalist
Sword Air do not have any condition and should scale like a power weapon. Dagger fire do have a tons of conditions too, it do not matter.
It does because if sword was superior to dagger in every way dagger would easily fall out of viability, and i here plenty of people here complaining about must have specs and builds alot so why are you guys suddenly advocating for it now?
Sword Air do not have any condition and should scale like a power weapon. Dagger fire do have a tons of conditions too, it do not matter.
It does because if sword was superior to dagger in every way dagger would easily fall out of viability, and i here plenty of people here complaining about must have specs and builds alot so why are you guys suddenly advocating for it now?
Sword attacks are mostly 170 range, dagger range is minimum 300, with air auto seemingly to hit way beyond that too. The sword also doesn’t apply the conditions till the 3rd strike for fire and applies no conditions on air or water. The earth auto is 4,4,8s of bleed while dagger earth auto is 10s of bleed on every attack and has about the same cast time as 2nd and 3rd part of earth auto.
Make no mistake, sword is not a condition weapon any more than dagger is, in fact I think dagger actually completely eclipses swords ability to apply conditions with the exception of the dual skills which favour sword only because most fire and earth combos have burn or bleed. Though as mentioned the swords range is also half that of dagger so when we take into account how much easier it is to miss I’d say dagger is slightly better.
Either way it doesn’t justify how much less damage sword auto does, the best thing for them to do in my opinion is make each part of the chain 1/2s instead of mostly being 3/4s casts. That should even out the damage without going overboard.
Sword Air do not have any condition and should scale like a power weapon. Dagger fire do have a tons of conditions too, it do not matter.
It does because if sword was superior to dagger in every way dagger would easily fall out of viability, and i here plenty of people here complaining about must have specs and builds alot so why are you guys suddenly advocating for it now?
Sword attacks are mostly 170 range, dagger range is minimum 300, with air auto seemingly to hit way beyond that too. The sword also doesn’t apply the conditions till the 3rd strike for fire and applies no conditions on air or water. The earth auto is 4,4,8s of bleed while dagger earth auto is 10s of bleed on every attack and has about the same cast time as 2nd and 3rd part of earth auto.
Make no mistake, sword is not a condition weapon any more than dagger is, in fact I think dagger actually completely eclipses swords ability to apply conditions with the exception of the dual skills which favour sword only because most fire and earth combos have burn or bleed. Though as mentioned the swords range is also half that of dagger so when we take into account how much easier it is to miss I’d say dagger is slightly better.
Either way it doesn’t justify how much less damage sword auto does, the best thing for them to do in my opinion is make each part of the chain 1/2s instead of mostly being 3/4s casts. That should even out the damage without going overboard.
I disagree s/d fire attunement and earth attunment pull out far more condition damage then d/d from what i can tell. We can sit down and hash out the numbers together i would love to actually.
To the spreadsheets.
Sword auto attacks hit like a wet noodle. With the sword being our shortest range weapon, there should definitely be a power output at least comparable with dagger. Most people complain about the 4s GCD on attunements but I believe auto attack damage, gap closing and barrier generation on sword are the real problems with weaver atm.
Air dagger doesn’t have any offensive skills besides its AA, where as air sword has Fire/Air and Air/Air dual attacks. I’m not sure if this makes up the loss in AA damage though.
You have dual attacks on D/D too if you use weaver.
Air/Fire and Air/Air on dagger are a kinda weak blast finisher and lightning aura though, which makes sense considering how strong lightning whip is.
yeah as some folks have said the sword 3 has a pretty good damage spike+vuln, the combo with fire has the vortexes, earth gives you a big cc (that can proc a lightning strike if traited). the auto attack might fall short, but a weapon shouldn’t be judged by auto attack alone. air dagger 2 &3 just don’t give you much offensive power
Its the chain that holds sword back. You have to sit in one atument way too long to get a full combo off where the one skill from dagger is an all in one hit. Chains do not work for the ele class. So i say if your looking for dmg / burst dmg dagger maybe better off.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
The only thing it needs is a faster animation.
Make sword attacks faster and it’ll improve our hitrate & DPS & chaining issues while also not making me fall asleep on my keyboard as I watch the slow autos.
Staff fire aa is around 1s cast time + ~1.5s travel time 1200 range hits 3 targets in 180 radius if i’m correct.
That’s 2.5s to hit, that’s already quite long.
Sword fire aa chain is 1/2+3/4+3/4= 2s at 130 range on 3 targets… 2 full seconds at close range, and self interruptable when you have to switch attunement (for preparing a burst/ for defence/ for combo / whatever your reason). I think the aa chain on all elements should be 1/4+1/2+1/2 at most. 1s the full chain would be ideal (1/4-1/4-1/2)
Nerfentalist of Augury Rock
Staff fire aa is around 1s cast time + ~1.5s travel time 1200 range hits 3 targets in 180 radius if i’m correct.
That’s 2.5s to hit, that’s already quite long.Sword fire aa chain is 1/2+3/4+3/4= 2s at 130 range on 3 targets… 2 full seconds at close range, and self interruptable when you have to switch attunement (for preparing a burst/ for defence/ for combo / whatever your reason). I think the aa chain on all elements should be 1/4+1/2+1/2 at most. 1s the full chain would be ideal (1/4-1/4-1/2)
That low of a cast time you would need to cut the dmg on the 1 and 2 skills to nearly nothing. I think removing the chains altogether and combining them into a big 1 skill that takes say 1/2 sec to 1 sec to use would be much better but add in an after cast of a 1/2 sec to balance it out.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Staff fire aa is around 1s cast time + ~1.5s travel time 1200 range hits 3 targets in 180 radius if i’m correct.
That’s 2.5s to hit, that’s already quite long.Sword fire aa chain is 1/2+3/4+3/4= 2s at 130 range on 3 targets… 2 full seconds at close range, and self interruptable when you have to switch attunement (for preparing a burst/ for defence/ for combo / whatever your reason). I think the aa chain on all elements should be 1/4+1/2+1/2 at most. 1s the full chain would be ideal (1/4-1/4-1/2)
That low of a cast time you would need to cut the dmg on the 1 and 2 skills to nearly nothing. I think removing the chains altogether and combining them into a big 1 skill that takes say 1/2 sec to 1 sec to use would be much better but add in an after cast of a 1/2 sec to balance it out.
Except it is exactly how nearly every other sword auto works, go look them up on the wiki. Most have 1/2 cast times but no-one here is thinking about the aftercasts, with aftercasts of 0.125-0.25s an auto chain can take anywhere from 0.3s to 0.75s longer to execute, this is what is compounding the auto attack feeling slow.
Judging from the preview it wouldn’t surprise me if a full auto took 2.75s to complete and had 1/4s aftercasts.
Change the last change from all autos from 3/4 to 2/4
Buff air 2 range from 450 to 600 (can’t make any z axis teles)
Buff fire 2 power impact damage and buff range to 600
Water/earth add projectile finisher
Unravel hexes removes all condis at a 1 sec interval (so your not forced into water/arcane)
Remove root from sword earth #3 (or buff damage)
After fully attuning the attunement cd swap time is halfed(fully attuning punishes way to hard)
I fooled around with the idea of insta double attuning but that breaks the design of weaver and it dumbs down the class.
Bye friends!
Change the last change from all autos from 3/4 to 2/4
Buff air 2 range from 450 to 600 (can’t make any z axis teles)
Buff fire 2 power impact damage and buff range to 600
Water/earth add projectile finisher
Unravel hexes removes all condis at a 1 sec interval (so your not forced into water/arcane)
Remove root from sword earth #3 (or buff damage)
After fully attuning the attunement cd swap time is halfed(fully attuning punishes way to hard)I fooled around with the idea of insta double attuning but that breaks the design of weaver and it dumbs down the class.
Bye friends!
^this
Also increase base damage on air auto attack to beat lightning whip dps.