Daredevil needs rework
DD obv needs nerfs.
A third dodge bar? Didnt we just get past balancing acrobatics so perma-evade thieves wouldn’t be tumbling everywhere?
psssh.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Do you want some pepper with that salt?
If I could rework it, Unhindered Combatant (UC) would be part of the minor trait Physical Supremacy. Then add a new GM trait to replace UC.
As for Staff. The #2 skill is actually the best attack on the weapon. It might not feel like it but it isn’t telegraphed, has solid damage output, adds weakening to targets and is a cheap spamable skill. I never use #3 or #4 and only use #5 when I have full control of the fight.
DareDevil is under-performing from a fight perspective but it is still really fun and very slippery.
“Youre lips are movin and youre complaining about something thats wingeing.”
Do you want some pepper with that salt?
I’d like some sustain but they were all out.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
In a vaccum and compared to our other traitlines the DD spec is not as bad as is being presented. It can use a few tweaks as can some of the other lines.
The greater issues in RELATIVE to the situation on the ground little has been added in the way of survivability. One can dish out decent damage but survival another issue entirely. In particular and speaking to WvW , all of that AOE neutralizes any gains made from the DD specline.
To those speaking to the staff in particular. One should not expect to use every skill equally. This makes no sense at all in a theif build premised on using INI. There will always be something used more frequently when INI available. three is an immob break and evade and should not be relied on for damage. If one is seeking to maximize damage and has other Immob breaks (unhindered combat) you will rarely use three. That does not make the skill useless. It makes it situational.
Four can use an add (dark field or an immob) or a further decrease in Ini cost for the blind it adds.
I think one of the larger issues is that from a build perspective staff mastery adds considerably to the ability of the Staff to be used in combat and especially with the endurance gain it adds but given up this means no escapists which pressures the staff user into finding other means of condition cleanse which in turn further restricts the build. This is very much like the choke in skills of Shadows embrace in the SA line where one has to all but take that trait over any other for survivals sake.
The single most telling change that can be made to the line is combing Escapists with the trait driven fortitude and placing those two in as the minor GM with endurance thief becoming the minor master.
A new major master would then be warranted. (such as a life leech type skill)
After this add something to #4 staff and perhaps somewhere in the set a short daze to get an interrupt outside the stealth knockdown (right before the evade on 3 would be ideal)
Something , and I do not know what are where it can be slotted is needed to deal with all of that AOE spam , otherwise without blocks or invulnerabilities it pretty hopeless and espeically given max range of weapons at 900 even as that AOE can reach to 1200.
(edited by babazhook.6805)
Daredevil and staff are the best weapons, and the utilities are fairly potent. This is the only set of our class I think is actually viable. That and pistols.
2 things that need buffing are the aoe range on staff #5 and the 3rd grandmaster trait (aoe damage on dodge).
Caed says Bound is fine.
I’d like to see the missile reflect on the autos moved to the #2 skill so we could actually use it from range.
A daze on #3 would be nice.
Staff #4 needs to be cone shaped like warrior’s hammer #3.
Edit: Bandit’s Defense needs that rollover instead
Fist Flurry and Palm Strike are in the wrong order. Palm Strike should be first with relatively low damage with a stun and then Fist Flurry should come after with high damage and the pulmonary impact on the end .
(edited by Maugetarr.6823)
Staff 1-4 are useless, Staff 5 is slow and clunky.