Can we get increased range on Dagger aa?

Can we get increased range on Dagger aa?

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Posted by: Sifu.9745

Sifu.9745

It doesn’t suit with other Dagger abilities. I would like to see the range increased to 240 or 300. 600 would be appreciated It doesn’t make sense that aa on dagger is the only melee ability necros have.

Can we get increased range on Dagger aa?

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Posted by: zapv.8051

zapv.8051

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.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Can we get increased range on Dagger aa?

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Posted by: SupahSpankeh.8452

SupahSpankeh.8452

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.

Mad Skullz | 80 Necro | Piken Square

Can we get increased range on Dagger aa?

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Posted by: zapv.8051

zapv.8051

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.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Can we get increased range on Dagger aa?

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Posted by: SupahSpankeh.8452

SupahSpankeh.8452

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.

Mad Skullz | 80 Necro | Piken Square

Can we get increased range on Dagger aa?

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Posted by: zapv.8051

zapv.8051

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.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Can we get increased range on Dagger aa?

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Posted by: Anchoku.8142

Anchoku.8142

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.

Can we get increased range on Dagger aa?

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Posted by: Bhawb.7408

Bhawb.7408

Dagger could use work, but on the 2/3 skill, the AA is fine.

But of Corpse – Watch us on YouTube
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Can we get increased range on Dagger aa?

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Posted by: Blaine Tog.8304

Blaine Tog.8304

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?

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

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Posted by: Obtena.7952

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.

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)

Can we get increased range on Dagger aa?

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Posted by: zapv.8051

zapv.8051

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.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Can we get increased range on Dagger aa?

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Posted by: Bhawb.7408

Bhawb.7408

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.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Zenith.7301

Zenith.7301

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.

Can we get increased range on Dagger aa?

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Posted by: Obtena.7952

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.

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)

Can we get increased range on Dagger aa?

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Posted by: The Wizland.8435

The Wizland.8435

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.

Jesusmancer

Can we get increased range on Dagger aa?

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Posted by: Blaine Tog.8304

Blaine Tog.8304

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!

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

Can we get increased range on Dagger aa?

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Posted by: Bhawb.7408

Bhawb.7408

A shadowstep to enemy might not happen, but a pull definitely could, or a chill or something like that.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Can we get increased range on Dagger aa?

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Posted by: Sifu.9745

Sifu.9745

But the AA dmg won’t change with increased range … Same damage, but from 300 or 450 range …

Can we get increased range on Dagger aa?

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Posted by: Blaine Tog.8304

Blaine Tog.8304

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.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

Can we get increased range on Dagger aa?

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Posted by: Zenith.7301

Zenith.7301

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.

Can we get increased range on Dagger aa?

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Posted by: Blaine Tog.8304

Blaine Tog.8304

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).

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

Can we get increased range on Dagger aa?

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Posted by: Zenith.7301

Zenith.7301

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.

Can we get increased range on Dagger aa?

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Posted by: Bhawb.7408

Bhawb.7408

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.

But of Corpse – Watch us on YouTube
My PvP Minion Build