MAJOR inconsistency with dagger mainhand
I really would like to see this happen, as I use Dagger+Dagger is my go-to weapon set in addition to the Staff.
At the same time though, do other melee dagger skills from other professions get cleave? I haven’t really looked. It might be a Dagger thing in general rather than a Necro thing.
Now that I think about it I cant’ say I’ve ever used another dagger class. Hmm. Just seems odd that every other martial weapon would cleave except for the most high-risk ones that casters have access to whereas a mesmer with a sword cleaves and goes invulnerable 1/4 of the times he’s in melee range.
Yeah, most other Dagger skills are ranged so it’s hard to say. I don’t think mainhand Dagger skills on Thief cleave. I think it’s a Dagger thing.
Would be nice to give it to Necro though, it would help a ton. On Thief though, it might be a little… heh. Don’t want to say it. xD
Yeah, Thief dagger #1 and #2 only hit one target. #3 is AoE, though.
Dagger/ has such great damage though…to be honest, I am not sure I want to call dev attention to it.
Yep, but having the same moveset as the thief is rather lazy (no really, same animation). We have projectile hands (that move rather slow), scepters that emit bleeding death, and twirling axes. The dagger doesn’t seem to fit in really. I would like to see the daggers range stay the same, but maybe the 1st and 2nd (or just 2nd) have an arcing cone aoe effect that goes, say, 250 after hitting the initial target. Not too OP, and would give us a little more to work with as the dagger mainhand is single target only.
Yep, but having the same moveset as the thief is rather lazy (no really, same animation). We have projectile hands (that move rather slow), scepters that emit bleeding death, and twirling axes. The dagger doesn’t seem to fit in really.
Yeah, definitely.. just in terms of aesthetics, I wish we had a unique animation, at least.
[edit] come to think of it, though.. don’t really like that animation for thief, either. It’s too abrupt and repetitive.
(edited by Vzur.7123)
I don’t know, it seems balanced. I mean we’re a light armor class and this is one of weakest melee weapons in the game. Naturally it should hit less enemies.
You slash with a sword, its going to cover an area. You stab with a small dagger, its going to hit one thing.
A bit of a shame, yet it would be fine if the damage was balanced accordingly – however, despite what above posters may have said the dagger really does pale in DPS comparison to any Warrior, Guardian or Thief melee weapon.
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I havent played much of the other classes, but the amount of dammage I can put out single target with dagger I am happy , coupled with DS 2 as a gapcloser and warhorn 5 right after for cripple+poison while they are in melee range add in the dagger 3 root and plague blast. Personally, i can deal with staff only AoE, makes your weapon swaps really mean something and a buff in one area may mean a nerf in another later down the road. I would just like our current stuff “working properly” before I will say that I want anything extra.
chuiu.4985I don’t know, it seems balanced. I mean we’re a light armor class and this is one of weakest melee weapons in the game. Naturally it should hit less enemies.
You have a funny idea of balance
That or sarcasm.
It’s not a Necro thing, it’s a Dagger thing. Thieves #1 dagger also only hits 1 target, last I checked.
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The only gripe I have is that a Thief’s dagger auto attack does damage/damage/poison. Thief also has Backstab, which hits like a truck. Necro has damage/damage/damage. That makes no sense to me, why not apply a condition? Also I know we’re not a stealthy class like a Thief, but we have a lot of blinds that could put to use a skill similar to Backstab.
For the topic at hand I think Dagger is correct to be limited to one target.
That or sarcasm.
Heh.. I’m usually fine at picking up on sarcasm. Oops
It’s not a Necro thing, it’s a Dagger thing. Thieves #1 dagger also only hits 1 target, last I checked.
And thief dagger has massive crits, especially with backstabs. Necro dagger damage is kitten compared to scepter, which is a 900 range weapon.
Should see the attacks elementalists get with daggers. It’s pretty nifty. Fire is AoE, Air is AoE, water is AoE. They have a lot of utility with their daggers and their range is typically 300-600.
Dagger/ has such great damage though…to be honest, I am not sure I want to call dev attention to it.
For a single target melee weapon the damage it deals is actually quite pathetic.
Actually I noticed something the other day while in queensdale. I was fighting to ghosts that both blocked at the same time. As I swung my dagger at one both blocked multiple times.
When there block was over I was only hitting one of them. So something is.
I absolutely love the daggers for power and precision as the axe is embarrassing for damage, but I do not love the daggers because the skills are useful, its love because there is really no ofher choice in the matter, it’s the only way to get any kitten decent damage out…. And that’s only the 1 auto attack skill the number 2 skill is terrible the immobilize is good. I honestly think on at least one of the dagger attacks it should apply some sort of condition, bleed, poison (we are death magic users poison does make sense) life force gain on the attacks is great though.
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I’ve noticed mine cleaving nearby enemies on many occasions. Maybe I’m crazy, but, like a fool, I try to TAB target the enemy in front of me and the wonky GW2 TAB target function will target a rabbit 40 yards away, instead. I have the rabbit targeted, but I’m swinging furiously and damaging the enemy in front of me. I only notice when I try to cast a ranged spell and it hits the rabbit. This has happened more times than I care to admit.
I’ve also seen it the dagger cleave enemies that are clumped near my proper target.
Could it be that the server actually checks to see if a collision has occurred in 3D space, just as it does with projectiles? Daggers aren’t very long, you know. They won’t cleave enemies unless they are very close together.
Please, no conditions on my daggers. That’s one more stat to gear for. Please, no.
The only gripe I have is that a Thief’s dagger auto attack does damage/damage/poison. Thief also has Backstab, which hits like a truck. Necro has damage/damage/damage. That makes no sense to me, why not apply a condition? Also I know we’re not a stealthy class like a Thief, but we have a lot of blinds that could put to use a skill similar to Backstab.
For the topic at hand I think Dagger is correct to be limited to one target.
I am not sure why the Dagger does not apply poison, seems like such a natural thing for it to do.
I’ve noticed mine cleaving nearby enemies on many occasions. Maybe I’m crazy, but, like a fool, I try to TAB target the enemy in front of me and the wonky GW2 TAB target function will target a rabbit 40 yards away, instead. I have the rabbit targeted, but I’m swinging furiously and damaging the enemy in front of me. I only notice when I try to cast a ranged spell and it hits the rabbit. This has happened more times than I care to admit.
I’ve also seen it the dagger cleave enemies that are clumped near my proper target.
Could it be that the server actually checks to see if a collision has occurred in 3D space, just as it does with projectiles? Daggers aren’t very long, you know. They won’t cleave enemies unless they are very close together.
Please, no conditions on my daggers. That’s one more stat to gear for. Please, no.
You are crazy, the dagger does not cleave anything.
The following profession skills now hit 3 targets instead of 1:
Elementalist Dagger: Lightning Whip, Lightning Touch
Hmmm….
The ele’s attacks do use a air whip kinda thing. I just wished they would at least increase the damage, my dagger damage feels lacking even when I’m fully specced for direct damage.
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If anything MH dagger dmg needs to go down, at least in relation to most other skills. I get so frustrated because doing damage as Necro is so boring. Drop Enfeebling Blood. Proceed to stand there and autoattack. I wish I could weave between other skills for DPS gains like other professions, but instead I get snooze mode damage dealing.
This is really really weird because I preferred dagger over axe mainhand in pve due to dagger’s cleave (albeit small) so I went and tested it out just now and… the cleave is not there??? Did I just imagine that for 40 levels or did something get adjusted?
This is really really weird because I preferred dagger over axe mainhand in pve due to dagger’s cleave (albeit small) so I went and tested it out just now and… the cleave is not there??? Did I just imagine that for 40 levels or did something get adjusted?
Did you use minions, or wells? When you start getting multiple things inflicting damage it gets rather hard to track what’s coming from what.
Try this experiment: Engage a mix of ranged and melee NPCs. Target a ranged NPC from a distance and start swinging as the melee NPCs, who are not targeted, and watch your dagger cleave them.
Then find an actual bug to gripe about.
That’s not “cleaving” it’s just you misunderstanding how melee targeting works in this game. You don’t need to use tab at all.
The recent patch fixed this for most dagger specs (for ele for example) but not for necro, for some inexplicable reason.
I wish they would just make dagger no.1 like it was in BWE1, 300 range PBAoE
That’s not “cleaving” it’s just you misunderstanding how melee targeting works in this game. You don’t need to use tab at all.
You’re right he isn’t talking about cleaving but he’s right that dagger is targeted. IIRC at least, if you target something far away and then run right up to a mob and use dagger 1 you won’t hit it. I think dagger 1 behaves like a 130 range ranged attack, not like a melee ability, because it doesn’t cleave either as already discussed.