Necro/ Scourge is lacking a mainhand ?
A little surprised that we didnt get a mainhand, seems short-sighted and bad.
We only have 1 option for mainhand condi dps.
Dagger-torch / Axe-horn hybrid condi-burst
kinda unfair that warrior gets 2 weapons while scourge not only has shroud taken away but also we only get a torch…\
i think anet should at least rework staff to make it good in pve. just keep the condi transfer on one of the skills for BiP rotation.
Staff would need some pretty big changes to be a viable option for raids. I guess pulsing marks and torment on auto should right about do it.
Currently I’m sort of not looking forward to Scepter/Torch + Scepter/Dagger being the meta set. Pressing 1 with no fancy rotation like the current one in between 1 spam really isn’t all that fun.
Staff would need some pretty big changes to be a viable option for raids. I guess pulsing marks and torment on auto should right about do it.
Currently I’m sort of not looking forward to Scepter/Torch + Scepter/Dagger being the meta set. Pressing 1 with no fancy rotation like the current one in between 1 spam really isn’t all that fun.
I think there’s a high chance of it being Scepter/Torch + Dagger/Dagger.
I can see axe + dagger working with scepter + torch.
You start the fight with axe with ghastly claws to work up some life force (and a few bleeds with barbed precision), followed by your corruptions + deathly swarm combo.
You immediately switch to scepter and use feast of corruption to build up more life force and you’re now ready to work your shade magic.
When you’ve used your life force a bit and your corruptions are off cooldown, switch back to axe and do it all over again.
kinda unfair that warrior gets 2 weapons while scourge not only has shroud taken away but also we only get a torch…\
Isn’t it basically just the same as necromancers getting a 2 handed weapon (5 skills) and warriors getting an off-hand (2 skills)?
Sure they lose shroud, but they also get sand shades.
I actually really liked the concept of axe/torch scourge so I did a rework to axe that would make it a hybrid weapon. Basically added a chain the the auto where the first two are the normal aa and the third is a whirl finisher that applies torment to your target and does more damage/more torment to people below 50% health. Unholy Feast becomes a large cone based frontal cleave that strikes twice, crippling, tormenting, and converting a boon into torment with each hit. Also doing more damage to foes below 50% hp.
Staff would need some pretty big changes to be a viable option for raids. I guess pulsing marks and torment on auto should right about do it.
Currently I’m sort of not looking forward to Scepter/Torch + Scepter/Dagger being the meta set. Pressing 1 with no fancy rotation like the current one in between 1 spam really isn’t all that fun.
I think there’s a high chance of it being Scepter/Torch + Dagger/Dagger.
More like scepter/dagger <> scepter/torch
Staff would need some pretty big changes to be a viable option for raids. I guess pulsing marks and torment on auto should right about do it.
Currently I’m sort of not looking forward to Scepter/Torch + Scepter/Dagger being the meta set. Pressing 1 with no fancy rotation like the current one in between 1 spam really isn’t all that fun.
I think there’s a high chance of it being Scepter/Torch + Dagger/Dagger.
More like scepter/dagger <> scepter/torch
I see it lacking Life Force. I made a thread on these forums explaining it for
PvE.
there is no way anything else than scepter/dagger + torch will be viable on scourge. (pve)
power, as bad as it is will still be better on reaper.
there is no way anything else than scepter/dagger + torch will be viable on scourge. (pve)
power, as bad as it is will still be better on reaper.
Depends how powerful we can stack Torment and Burning with the Sand Shades. If it does more than 9 seconds without Scepter, it will be a thing. Burning scales higher than other Conditions. It would be weapon swapping on CD always. If being without Scepter for 9 seconds equals more DPS, it will be a fun playstyle change. Scourge will burn through Life Force fast. Using all Sand Shade skills will do Torment and Burning. We will see tomorrow.
Fair point with the LF generation, but I’m pretty sure there will be another way in doing that then the weapons.
I still think we should get a little bit LF generation with the scepter… Maybe some day
PS: Maybe they should put LF generating sigils.
(edited by mazut.4296)
I’ve said it once and I’ll say it again.
Anet needs to give Dagger torment on auto attack. Crossing my fingers for the pre PoF balance patch.
At this rate, for PVE it will be scepter/dagger & dagger/torch, or vice versa. Because LF generation on condi is a kitten, and scourge can no longer get away with avoiding it.
At this rate, for PVE it will be scepter/dagger & dagger/torch, or vice versa. Because LF generation on condi is a kitten, and scourge can no longer get away with avoiding it.
Dagger/Dagger synergizes better because of Dark Pact with Deathly Swarm, and Corruptions.
Are you unaware that you can just have a single offhand in your second weapon set and pressing swap weapons will swap your offhand, giving you full benefits of any on-weapon-swap things, while keeping your mainhand?
You don’t need anything other then scepter. If you want to run geomancy or something then just put geomancy runes in your offhand dagger and torch and they will function perfectly.
Ty i know the tricks.
Was PVP focused, as i used carrion amulet for pve id say viper ofc, but even in PVE having a 3rd build and still camping scepter autos is a downvote from me
kinda unfair that warrior gets 2 weapons while scourge not only has shroud taken away but also we only get a torch…\
i think anet should at least rework staff to make it good in pve. just keep the condi transfer on one of the skills for BiP rotation.
Remember warrior got a lame torch last expansion.
I can’t see why you would want a second mainhand choice with this. Scepter does it all; it even benefits from the boon/corruption stuff that Scourge traits have.
I can’t see why you would want a second mainhand choice with this. Scepter does it all; it even benefits from the boon/corruption stuff that Scourge traits have.
Probably something to do with anet filling in many of the missing weapons (like condi melee for mes, ranger, guard and condi range for rev). Necro still lacks a condi melee weapon and imo it feels like it needs one. Sceptre feels very clunky on it.
I was also disappointed torch was not main hand. Perhaps it was because torch has no right handed animations to draw from.
As long as torch can be used effectively without sceptre I will be fine. An alternative to sceptre AA for melee condition damage has been on my wish list almost since game release.
I can’t see why you would want a second mainhand choice with this. Scepter does it all; it even benefits from the boon/corruption stuff that Scourge traits have.
Probably something to do with anet filling in many of the missing weapons (like condi melee for mes, ranger, guard and condi range for rev). Necro still lacks a condi melee weapon and imo it feels like it needs one. Sceptre feels very clunky on it.
Scourge is definitely not lacking a main hand and if the idea is that it needs another mainhand, then we definitely need to talk about what the purpose of that second weapon would be … because Scepter and Scourge are made for each other; what other effects could a different weapon take advantage of in Scourge that Scepter doesn’t already?
If you think about it, Scepter used at close range is a melee weapon. Does a limited-range Scepter-like melee weapon actually fill any gap that Scepter doesn’t already?
I can’t see why you would want a second mainhand choice with this. Scepter does it all; it even benefits from the boon/corruption stuff that Scourge traits have.
Probably something to do with anet filling in many of the missing weapons (like condi melee for mes, ranger, guard and condi range for rev). Necro still lacks a condi melee weapon and imo it feels like it needs one. Sceptre feels very clunky on it.
Scourge is definitely not lacking a main hand and if the idea is that it needs another mainhand, then we definitely need to talk about what the purpose of that second weapon would be … because Scepter and Scourge are made for each other; what other effects could a different weapon take advantage of in Scourge that Scepter doesn’t already?
If you think about it, Scepter used at close range is a melee weapon. Does a limited-range Scepter-like melee weapon actually fill any gap that Scepter doesn’t already?
Soulbeast gain dagger mainhand which is a condi melee weapon, even though they already have axe mainhand which when used at close range (as intended) is a melee weapon. So why did they feel the need to add it?
I don’t get what that has to do with what I’m talking about. How would a melee version of necro scepter be different than scepter itself .. other than being a crippled version of the scepter?
I do not consider sceptre a short range weapon.
Low power, no condi burst, no cleave, low LF, no damage mitigation
It is a kiting weapon. It works at close range but is not designed for it.
No, that’s correct, but again, Scepter feels like it’s made for Scourge … so what other mainhand weapon can you think of that would work as good if not better than it?, even at close range? My point is that I don’t see what OTHER weapon you would want to use with Scourge. Why would anyone give up their longer range advantage on Scepter … just because they don’t consider it a short range weapon? I don’t think that’s realistic.
Remember warrior got a lame torch last expansion.
thats not a reason to repeat mistakes. + warrior didnt get any mechanic removed, only added.
the flaw with elite specs binding weapons necro have so few weapons it will always ed up using the same also goes for the rest of the prof they should unbind the weps form the elite specs and just give us the weps to use on all specs but give like a buff if you use that elite spec with his respective wep ( we need build diversity)