Please note that all the numbers are just to give an idea, they’re not balanced numbers. Balanced numbers are outcome of internal testing
Hello,
One of the most fun stuff in this game for me is drafting various builds. I enjoy coming up with interesting trait suggestions and weapons. Short list of couple of my creations:
Necromancer Changes pre-23rd July patch
Soulbinder – Necromancer Elite Specialization for WP’s contest
Now many players here and in-game complain that Revenant lacks second Condition weapon to make a non-hybid condition build, that Condition Revenant lacks second Ranged option for Condition build besides Hammer. So I thought that I will try to come up with some solution.
And I did
Here’s my suggestion for new Main-Hand Ranged Condition weapon for Core Revenant – Dagger.
Dagger’s Condition damage sources are Poison (Venom Enhancement trait is now very good) and Torment.
First 3 attacks are part of Auto-attack chain.
So how does it work?
- Many attacks are quick and strike multiple times for good synergy with Devastation and Corruption Specializations.
- Most attacks have a chance or are guaranteed to be Physical Projectile Finishers
- Dagger has high uptime on Combo Field: Poison with a trail similar to one left by Elementalist’s Burning Speed. It’s up to debate how long should it last and what the cooldown on #2 should be, but currently I tuned it so Revenant could have 2 trails up at the same time.
- Using a Physical Projectile Finisher through Combo Field: Poison adds Poison (2s) to your projectile.
- Wailing Dagger is a 100% Physical Projectile Finisher, can strike multiple foes (it pierces) and inflicts Pain to foes hit by it.
- Pain is an effect similar to just introduced Daredevil’s Pulmonary Impact. After 2 seconds it explodes from affected target, dealing a tiny bit of damage and inflicting Torment to all foes around the target, including target Pain exploded from.
- Successful Auto-attack chain with Void Strike hitting all three times resets the cooldown of Wailing Dagger.
How would it be played?
Dagger is all about good positioning. Piercing multiple enemies with Wailing Dagger causes more Pain effects to explode. Launching your projectiles through Poison Fields spawned by #2 skill causes them to inflict Poison on foes they strike.
Landing your auto-attacks will let you dramatically shorten the cooldown of Wailing Dagger (but not it’s cost!). Which is a guaranteed Projectile Finisher.
Weaknesses and Counterplay
- All Projectile Dagger skills can be reflected. Reflecting Wailing Dagger may be very painful for Revenant and his group.
- Dagger, unlike most Ranged weapons, doesn’t have any Crowd Control – no soft CC, no hard CC. It means that You, as a Revenant, will have to use your #2 Dagger skill Sadist’s Trail as your only escape mechanic on Dagger itself and supplement it’s weaknesses with other aspects of your build or with help of allies.
- If Revenant using Dagger is not able to land all three attacks from last part of AA chain, Wailing Dagger won’t reset it’s cooldown.
Bonus Synergies
Aside from ones mentioned above, long Combo Field: Poison has good synergy with all the Blast Finishers avalible to Revenant. And because of the nature of Revenant’s Mace, which is a Condition weapon, you could get a lot of Weakness from comboing Sadist’s Trail with Echoing Eruption.
Thanks to @that_shaman for providing an excellent tooltip builder. His site: http://thatshaman.blogspot.com/
Cheers,
Rym
EDIT: Updated Sadist’s Trail tooltip with longer range.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)