Deleted (Disregard)

Deleted (Disregard)

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

There isn’t really anything about this that makes sense or is good. Axe and dagger both have fine skills as is, the sets absolutely make sense, and their theme is fine. Dagger is a semi-melee weapon designed for high LF/healing with consistent damage and the 3 skill is there to provide lockdown as a form of anti-mobility. Axe is a mid-range weapon that wants to use the 3 skill in order to weaken enemies, and AAs in order to set up the 2 burst.

Those core concepts are fine, and can work. The only problems are ANet’s lack of balancing the core kits on a power level, and making sure the traits actually feed into and support the key playstyle of those builds.

Dagger 2 with a 2.5s cast time instead of 3.5 and 3 having a 20s CD fixes dagger and brings it in line with other professions. And I feel its trait might need adjusting.

Axe with a blast finisher on 3 and some kind of better AA (1s total AA time), maybe a 900 range 1/2 would be much better. And its trait needs to be non-conditional damage increase, with significantly more CDR per AA.

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

(edited by Bhawb.7408)

Deleted (Disregard)

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Dagger is fine as it is.

Axe needs a buff to damage, and maybe a small cleave or range increase. The new axe trait needs to be reverted back to the old one. Axe could also use a whirl finisher on skill 2 and blast on skill 3.

[qT] Necro main.

Deleted (Disregard)

in Necromancer

Posted by: Tman.6349

Tman.6349

Tldr: Dagger is solid where it’s at (especially with new trait; even though the conditional CD reduction is stupid and not necessary). Axe (after base nerf AND trait nerf) is worthless beyond belief. :/

For realz…who is in charge of deciding what would be “more dynamic/active gameplay” with these changes? They completely missed the mark whoever it was… :/

(edited by Tman.6349)