Can we get increased range on Dagger aa?
I would much rather the opposite happen and have dagger 2 become melee range. Life siphon is the main weakness of dagger mainhand, and their isn’t a real reason base necro shouldn’t have a melee weapon. Of course this would mean a complete rework of one skill, but that’s okay, channels suck anyway.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Life siphon is 360 degrees, resumes after evade, shifts 1v1 5khp in your favour, 8k if you have SoV on your target. It also tracks through stealth.
Dunno what else you want from a skill.
Life siphon is 360 degrees, resumes after evade, shifts 1v1 5khp in your favour, 8k if you have SoV on your target. It also tracks through stealth.
Dunno what else you want from a skill.
Doesn’t shift a 1vs1 5k hp in your favor when it gets interrupted and your opponent unloads their burst on you. It has a 4 second total cast time, the damage and healing aren’t nearly as good when you consider this. A lot can be done to you in that time and I would much rather have a 3/4 to 1 second cast that healed for a lot less but hit harder per second with a lower cd. It certainly isn’t an else statement where I want flat buffs, which seems to be what you assume.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Not many skills do much when interrupted.
There’s a time and place for every skill, especially this one. I like to tag thieves/mes with it when I think they’re gonna stealth.
Not many skills do much when interrupted.
There’s a time and place for every skill, especially this one. I like to tag thieves/mes with it when I think they’re gonna stealth.
Getting interrupted is many times enough of a punishment in and of itself especially against players who will chain damage afterwards.
Also, the time and place for a 2 skill on a weaponset should be pretty much off cooldown. I look at life siphon as something you don’t want to be casting that often, which is contrary to how it should be.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
i like dagger as it is for range. Necromancer needs a high dps single target weapon and dagger fills that role pretty well.
Great sword range could be increased a bit to allow the slow hits to connect more often and to contact more trash mobs.
Dagger could use work, but on the 2/3 skill, the AA is fine.
Dagger could use work, but on the 2/3 skill, the AA is fine.
This is what I was gonna say. The dagger autoattack is spectacular: extremely high DPS with extremely high Life Force generation. Dagger 2 never deals as much damage or heals for as much as it feels it should and Dagger 3 really needs 3/4 or 1/2 cast time. Or conversely, how cool would it be if Dagger 3 didn’t care about line of sight?
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Everything I say is only in reference to PvE and WvW.
Not many skills do much when interrupted.
There’s a time and place for every skill, especially this one. I like to tag thieves/mes with it when I think they’re gonna stealth.
Getting interrupted is many times enough of a punishment in and of itself especially against players who will chain damage afterwards.
Also, the time and place for a 2 skill on a weaponset should be pretty much off cooldown. I look at life siphon as something you don’t want to be casting that often, which is contrary to how it should be.
The fact remains that Dagger 2 needs no attention, even if it can be interrupted, like most other skills. Daggers feel like they don’t need love. I also don’t think it’s unreasonable that daggers are the only melee that necros have unlike the OP. That doesn’t indicate a deficiency with the class.
(edited by Obtena.7952)
Not many skills do much when interrupted.
There’s a time and place for every skill, especially this one. I like to tag thieves/mes with it when I think they’re gonna stealth.
Getting interrupted is many times enough of a punishment in and of itself especially against players who will chain damage afterwards.
Also, the time and place for a 2 skill on a weaponset should be pretty much off cooldown. I look at life siphon as something you don’t want to be casting that often, which is contrary to how it should be.
A skill getting interrupted is NOT a motivation to make a skill better though … because that’s the POINT of interruption.
I disagree completely, if this skill was harder to interrupt I might consider using it as part of my rotation instead of once every 2 minutes when the perfect scenario presents itself. Currently, I’m almost always better off using the dagger auto, or something else. The 2 skill on a weapon should be something with ample use that excels in multiple situations and that certainly isn’t the case with this skill which offers bad dps and mediocre easily counterable hps. If you disagree, or can’t see that a skill with a 4 second total cast time that heals for ~900 health per second and does ~w700 damage per second with cele is bad then winning this argument will be beyond me.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
The problem with Dagger 2 is it simply takes forever to cast. 3.5s of being locked into a single target ability that is a significant DPS loss to AAing simply isn’t okay. A lot of healing it does is usually cancelled out by the fact that for 3.5s you can’t avoid any attacks. Decrease the channel time to 2-2.5s and it immediately becomes fine.
Dagger 3 just needs a small buff. Reduced CD or an extra effect (especially a second active) upon hitting it would be sufficient, but as it is now its just flat out worse than comparable weapon skill immobilizes despite being on a profession that needs better ones.
Dagger 2 should be an aoe 600 range drain ala Life transfer with a 1.5-2.0 sec cast. Increase the damage to be an upgrade over dagger auto.
Dagger 3 should be a 1/2 sec cast and inflict 10 stacks of vulnerability.
Focus 5 cast time should be 1/4 sec cast and have a lower cd.
Locust Swarm should be an aoe 5 target buff, up the life steal. Reduce cd to 25 seconds.
Wail of Doom cd should be 20 seconds and apply 3 seconds of chill as well.
Not many skills do much when interrupted.
There’s a time and place for every skill, especially this one. I like to tag thieves/mes with it when I think they’re gonna stealth.
Getting interrupted is many times enough of a punishment in and of itself especially against players who will chain damage afterwards.
Also, the time and place for a 2 skill on a weaponset should be pretty much off cooldown. I look at life siphon as something you don’t want to be casting that often, which is contrary to how it should be.
A skill getting interrupted is NOT a motivation to make a skill better though … because that’s the POINT of interruption.
I disagree completely, if this skill was harder to interrupt I might consider using it as part of my rotation instead of once every 2 minutes when the perfect scenario presents itself. Currently, I’m almost always better off using the dagger auto, or something else. The 2 skill on a weapon should be something with ample use that excels in multiple situations and that certainly isn’t the case with this skill which offers bad dps and mediocre easily counterable hps. If you disagree, or can’t see that a skill with a 4 second total cast time that heals for ~900 health per second and does ~w700 damage per second with cele is bad then winning this argument will be beyond me.
I only disagree it shouldn’t be changed because it’s interruptible, which is based on PVP considerations only. In otherwords, I don’t think it needs to change just to become more useful in PVP. Even at 2 seconds casting time, people would QQ about how bad it would be.
Regardless, I think the whole thread sort of misses the point anyways; dagger AA is melee and that’s reflected by the damage it does. I think there is no debate the damage is good there. Increasing it’s range makes no sense and could even be considered better than it should be.
(edited by Obtena.7952)
Dagger #2 cast should be reduced to 2 seconds, #3 should shadowstep you to your targetted foe or have a reduced CD and cast time (1/2 second cast and 20 second CD).
There’s no need for any crazy reworks. The concepts are fine, they just need buffs. Dagger doesn’t need to be melee, it’s already our only core melee weapon.
Dagger #2 cast should be reduced to 2 seconds, #3 should shadowstep you to your targetted foe or have a reduced CD and cast time (1/2 second cast and 20 second CD).
Never going to happen, but dear Grenth would that be a-m-a-z-i-n-g!
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
A shadowstep to enemy might not happen, but a pull definitely could, or a chill or something like that.
But the AA dmg won’t change with increased range … Same damage, but from 300 or 450 range …
A shadowstep to enemy might not happen, but a pull definitely could, or a chill or something like that.
A pull into an Immobilize would be really neat. Not as drool-worthy as a shadowstep but it would certainly make the skill feel much better.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
A shadowstep to enemy might not happen, but a pull definitely could, or a chill or something like that.
A pull into an Immobilize would be really neat. Not as drool-worthy as a shadowstep but it would certainly make the skill feel much better.
It’s actually better. A shadowstep puts you in enemy territory. A pull brings the target to you and your team.
A shadowstep to enemy might not happen, but a pull definitely could, or a chill or something like that.
A pull into an Immobilize would be really neat. Not as drool-worthy as a shadowstep but it would certainly make the skill feel much better.
It’s actually better. A shadowstep puts you in enemy territory. A pull brings the target to you and your team.
True, but we already have a pull and a lot of CC. What we’re lacking is mobility (outside of Death Shroud 2, which is both extremely slow and, in my experience, unreliable).
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
We have a pull in spectral grasp, which is worse than binding blades. Spectral Grasp should be like Binding Blades and Temporal Curtain, and AoE pull of 5 targets. Would make it a lot more desirable in PvE as well.
More pulls is good. We’ll never get mobility, so don’t bother asking for it, instead ask for counter-mobility mechanics like pulls, shadowsteps to us, CC, etc.