[New Idea] Dagger as New Main hand Weapon
Seems too much like the shortbow imo. Your 1 and 2 are basically copy and paste from shortbow
not really copy and paste …. i just got bored with just throwing AXE and shooting arrows
I could see that possibly, d/d trap ranger with duel wolves for immobilize/fear/knockdown/cripple. I don’t think it will happen though honestly, staff ranger on the other hand is something I would not be surprised to see in the future.
Maybe to make the dagger a bit different from the shortbow you could change the skills to something like this:
#1: first hit cripples, second hit gives endurance regen, third hit is a longer cast time but a fairly big damage dealer.
#2: a condition attack, possibly poison, with fair damage
#3: I like your idea of a woodpecker attack, possibly 3 swift attacks that increase in damage or have a base damage.
Maybe to make the dagger a bit different from the shortbow you could change the skills to something like this:
#1: first hit cripples, second hit gives endurance regen, third hit is a longer cast time but a fairly big damage dealer.
#2: a condition attack, possibly poison, with fair damage
#3: I like your idea of a woodpecker attack, possibly 3 swift attacks that increase in damage or have a base damage.
Have the number three one possibly ignore armor/toughness, slip it in the weak points of said armor.
In general, I’d just like MH dagger!
My take on the weapon would be:
3 part auto-attack:
1. -Leaping Stab- Leap in and single target stab
-Cat Claw- Cleaving slice hits 3 targets- hits harder
-Kite Claw- Throw the blade while jumping backwards the dagger pierces, first foe hit takes set damage irrespective of armor, and gets 5 stacks of vulnerability.(1/2s evade 600 range)
2. Daggerang- The dagger is thrown and it bounces between targets inflicting 3 (6s) bleeds to each opponent hit and Fury(6s) to allies. (5 bounces) (5s cooldown) (Range: 450)
3. Drake Fang- A two part cleaving attack, first part cleaves inflicting burns, second part is a strong downwards stab deals damage for each unique condition on them. (8s cooldown) (Radius 250) (Blast Finisher)
This way the weapon can fair well in condition and direct damage builds, has one evade to work with the rest of the ranger melee sets. It can work with any of the offhands, dagger gives 2 more conditions, torch fire field for might, fire armor, axe more vulnerability and a knockdown
Skill1
- Throwing dagger raw dmg.
- Throwing combo 2dagger in1time.(Evade when atk.)
- Throwing finisher Raw dmg if target have 1condition on status give them cripple.
Skill2
- Marker Throwing dagger to mark target all pet who attack mark-victim wil gain 50%Dmg from any pet.
Skill3
- Flying dagger Throw5dagger with spirit of eagle homing to 1target.
But I prefer whip.
Awwww, guys, no immobilize on any of your suggestions?
A throwing dagger concept is really cool.
Here’s my take: 900 range weapon.
1: Bountiful toss: Throw dagger at your opponent for about thief shortbow damage -100 or so off the maximum. If this attack hits from the side/behind, apply 1 random boon to you and your pet (might 5s, fury 2s, swiftness 3s).
2: Serpents Vengeance: Throw your dagger at the opponents Achilles tendon, crippling and weakening them.
3: Intimidating Strike: Strike your foe with a dagger that immobilizes them and grants fury to your pet.
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For PvP, the game needs allot more than a new weapon, a new weapon that fits a role the class already does pretty well….
If it had a 5~s CD ranged attack for the #4. Then the #5 did the same dmg, just over 1.5~seconds instead of 5.5s (notably less dmg than axe spammable)… then it’d be a good weapon and would be a big bump for build variety, notably with regards to power specced rangers.
For a dagger mainhand…
I’d do something like a dagger chained to the ranger’s wrist.
#-1 ‘slice and dice’ : 300~ range spammable.
Med dmg->Med dmg-> 1s~ of quickness.
It has a high enough skill floor and is a cool enough reward that scrubs would love it, yet it opens up a high skill cap from landing the quickness to getting the most out of it while it is up.
It is pretty easy to screw up a spammable chain, especially a short range one. It seems pretty sporadic to be able to dedicate decent chunks of time to a short range pammable chain on a ranger, without neglecting survivability, yet it gives worthwhile rewards when you do manage to pull it off. Breaking up the spammable chain can easily happen threw a lil dodging/kiting on the other side (since it is only 300 range), that or forcing you to use a weapon skill since it resets the spammable chain, like always, but in this case it would shut up the attempt at chaining quickness for dps.
#-2 ‘wear and tear’ : kinda like a signet, while off CD, every 4th Dagger/X-offhand skill hit by you imobilizes for 1/3~ second. The active has 500~ range, hits hard, dazes for 1/4 second and cripples for a time. 15s~ CD.
Rewards good aware play, the passive adds a sense of gambling to scrubs (gambling is addicting after all).
possibly a 3~s duration poison tagged on, and/or the attack does more dmg/effect while flanking.
#-3 ‘thorn in the side’ : a melee ranged stab, click again to pull yourself to the target you hit, evading attacks. 7s~ CD, 5 seconds to use the pull.
Rangers thrive on on weapon evades. It’s a bit of an innate drawback in setup to make up for the weapons other strengths.
If it misses it sets up the ‘pull point’ on the ground where the ranger is standing.
After using the melee ranged stab, either…
-the dagger periodically aoes out a good deal of dmg from the ground or target until the skill goes on CD (pet unreliant and more strategic)
-your pet intercepts a third of the dmg you take, receiving triple?, until the skill goes on CD (punishes felines, makes more defensive pets more favorable).
-if the melee stab hits an enemy the skill gives you 10~ stacks of might and fury? until you use the pull or for 5s (that’d work well with the ranger/pet boonshare)
TADA!!
A greatly entertaining power setup weapon that would innately work well with both axe and dagger, and probably warhorn (unlike anything else, hunter’s call would have to count as 1 hit when it comes to the imob proc) offhands; allong with melee/ranged offsets.
(edited by garethh.3518)
1) Throw your dagger causing a cripple (1s) —→ Throw your dagger causing Weakness (1s) --→ Throw your Dagger Causing 2 stacks of bleeding (6s), your pets next 3 attacks cause Vulnerability
2) Strike your foe with a poisoned dagger before rolling backwards evading and gaining vigor.
3) Gain Swiftness and leap at your foe before attacking with a flurry of attacks causing up to 8 stacks of confusion (1 per hit).
As their mother, I have to grant them their wish. – Forever Fyonna
1) Throw your dagger causing a cripple (1s) —-> Throw your dagger causing Weakness (1s) —-> Throw your Dagger Causing 2 stacks of bleeding (6s), your pets next 3 attacks cause Vulnerability
2) Strike your foe with a poisoned dagger before rolling backwards evading and gaining vigor.
3) Gain Swiftness and leap at your foe before attacking with a flurry of attacks causing up to 8 stacks of confusion (1 per hit).
As OP as an unconditional, auto-attack ranged cripple would be, this would be a wonderful tool in WvW.
1) Throw your dagger causing a cripple (1s) —-> Throw your dagger causing Weakness (1s) —-> Throw your Dagger Causing 2 stacks of bleeding (6s), your pets next 3 attacks cause Vulnerability
2) Strike your foe with a poisoned dagger before rolling backwards evading and gaining vigor.
3) Gain Swiftness and leap at your foe before attacking with a flurry of attacks causing up to 8 stacks of confusion (1 per hit).
As OP as an unconditional, auto-attack ranged cripple would be, this would be a wonderful tool in WvW.
range was gonna be 600, and part of a chain, and last 1s, so it’s not like you’ll be able to keep it up 100% without speccing heavily into it, and even if you did you’d hardly be at a super safe distance.
As their mother, I have to grant them their wish. – Forever Fyonna
1) Throw your dagger causing a cripple (1s) —-> Throw your dagger causing Weakness (1s) —-> Throw your Dagger Causing 2 stacks of bleeding (6s), your pets next 3 attacks cause Vulnerability
2) Strike your foe with a poisoned dagger before rolling backwards evading and gaining vigor.
3) Gain Swiftness and leap at your foe before attacking with a flurry of attacks causing up to 8 stacks of confusion (1 per hit).
When it comes to PvP…
Too many cover conditions from the spammable, you shouldn’t be applying both good bleed dmg (pretty much as good as the flanking shortbow spammable) and be throwing up pretty constant 1s cover conditions along with vulnerability… to boot on an unconditional ranged spammable…
It’d make keeping up with your condition dmg, for more than a short time, nigh impossible for anyone… on a class with an already strong condition setup… on a weapon you setup to easily have the best on weapon evade (since it creates distance AND poisons AND gives vigor).
That with a fourth strong offensive condition, confusion, thrown into the mix…
It’s just way too much for anything but constant, full condition removal (which doesn’t exist) to be able to handle… I mean, without the confusion being nothing but an utter pain to land (about 50%~ harder than a full splitblade) that ability alone is EXTREMELY strong on the ranger when it comes to PvP. Especially when its tagged on to a leap since leaps can be used to kite in dire situations and move quickly around the map…
(edited by garethh.3518)
I would prefer that a Ranger’s mainhand dagger to be built around critical hits (kinda like a thief), and for it to be melee only.
(edited by Razor.9872)
I would prefer the a Ranger’s mainhand dagger to be built around critical hits (kinda like a thief), and for it to be melee only.
Power maybe, with crits as a way to get more out of power (since crit procs aren’t really all that great of a thing with the ranger trait setup in the shape it is and sigils being so mediocre now).
I definitely like a more close range dps feel to the weapon, one not feline/bird reliant, one that would make axe offhand work (with a few buffs to it) as well as dagger offhand, which is why I wrote the dagger setup I did.
The aoe whirlwind on axe offhand would proc the imob pretty frequently letting it be possible to actually land it… then with a large dps and small aoe range boost to it it’d have the potential to throw out some good aoe physical dps/control… something the ranger class has never known short of spam traps and an unreliable pet.
Or with the dagger offhand and its 6~ second cripple at 900~ range you can focus on that spammable chain and use that ability to kite/stay on a target much more, iwith the second evade it gives for some more survivability.
Then of course there is the warhorn’s swiftness/fury/might for chasing/fleeing power, more dps, and a large benefit to a pet setup.
(edited by garethh.3518)
Personally, like it’s offhand counterpart, I think main hand Dagger should be melee focused.
Here:
1) Tiger Claw: Chain Attack: 2 Strikes, then a Weakness on 3rd Chain.
2) Wildcat Frenzy: A rapid series of swift attacks, graning Fury.
3) Cougar Assault: 1 Strike with Dagger, then a Spirit Cougar appears and swipes at foes legs, Crippling them (like on Greatswords 2 skill with the Spirit Bear).
Yay or Nay?
I really think rangers should get an attack that does more damage for every unique condition on the target. We have so many condition sources, would work brilliantly in any build.
I really think rangers should get an attack that does more damage for every unique condition on the target. We have so many condition sources, would work brilliantly in any build.
Necro’s have one and roughly as many unique conditions they can apply.
It is a useless weapon skill.