Dagger3 Gripes
In order to enjoy a Necromancer, it’s best to never look at comparable tier weapon skills given to other classes. This is doubly so for traits.
Our one hits harder and has another second of immobilize.
Our one hits harder and has another second of immobilize.
their #1 has more than double the range and a bleed
their #3 has 50% more range
since we are comparing…
I believe that the philosophy behind this is that they have far lower base health, no death shroud and can not swap to a second, long-ranged weapon if they see that they need to stay at range. This is why their skills are slightly better. At least that’s how I see it.
I believe that the philosophy behind this is that they have far lower base health, no death shroud and can not swap to a second, long-ranged weapon if they see that they need to stay at range. This is why their skills are slightly better. At least that’s how I see it.
Their death shroud is called water attunement and goes on endlessly.
That being said, dagger #3 is the least of my concerns for my necro. Start by giving #1 the 300 range that ele has, then we can talk.
yeah and this can go on all night really…
and to make up for a smaller health pool and no DS they have extreme mobility, many damage reduction abilities including an invuln. and longer duration CC abilities.
They can catch a runner better, escape when outnumbered better and keep you locked down longer.
Still they are stuck in 1 range, depending on their weapon (eles might have 300 range on daggers, but we can swap from 130 range dagger to 1200 range staff in battle), and have to spec into vitality a to pull off necro base levels of HP. They have 8k less base HP than necromancers do and, as we know, DS also scales with vitality, so we get rewarded more if we are to spec into further enlarging our HP pool.
A-net seems to be under the impression that eles are the hardest class to play (by their class philosophies page). So they justify the ele’s ability to have access to tons of tools at any given time with the idea that players need to think about more skills at any given time than the player of any other class. I do not know if I agree with this Idea. Moreover – I would agree with it if it wasn’t for the current insanely powerful tank ele build which allows the class to negate its one weakness.
Still they are stuck in 1 range, depending on their weapon (eles might have 300 range on daggers, but we can swap from 130 range dagger to 1200 range staff in battle), and have to spec into vitality a to pull off necro base levels of HP. They have 8k less base HP than necromancers do and, as we know, DS also scales with vitality, so we get rewarded more if we are to spec into further enlarging our HP pool.
A-net seems to be under the impression that eles are the hardest class to play (by their class philosophies page). So they justify the ele’s ability to have access to tons of tools at any given time with the idea that players need to think about more skills at any given time than the player of any other class. I do not know if I agree with this Idea. Moreover – I would agree with it if it wasn’t for the current insanely powerful tank ele build which allows the class to negate its one weakness.
exactly, all this back and forth amounts to sh i t when in practice that ele is more tanky, more mobile, has more utility and more damage and CC.
You can do the same with spectral grasp + dagger 3, now you have chill, 1200 range and immo. At the cost of 2 skills.
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