Per the title, for what reason should this skill remain a split skill? I’ve played Sword/Dagger from 1-80 since the game first came out, and I remember a time when this skill was simply Flanking Strike and included both hits. Granted, it was awful because of how clunky it felt, how bad the pathing was, and how you were pseudo-rooted for the sword strike. Separating the skill, however, was unnecessary, and still leaves much to be desired because this skill makes no sense as a split skill.
So I’m going to go through EVERY SINGLE EXISTING SPLIT WEAPON SKILL IN THE GAME**
**I don’t have it in me to go over split skills on utilities, and underwater weapons are an affront to society
SKIP DOWN TO THE FLANKING STRIKE SECTION NOW, OR THE TL;DR IF YOU’RE LIKE ME AND DON’T WANT A QUICK OVERVIEW OF ALL THOSE SKILLS
(Format will be [Skill Name] – [What 2nd Part Does]: [Yes/No regarding intelligent design of splitting the skill and maybe some comments])
Guardian
Binding Blade – Pulls enemies in: Yes, you can let the damage tick, or go for a tactical pull
Orb of Light – Detonate for Aoe Heal: Yes, go for Aoe Heal or lower cooldown if not used
Shield of Absorption – Detonate For AoE Heal: Yes, you can wait it out for projectile blocking, or go for that heal sooner
Zealot’s Flame – Ranged Attack with multiple burning stacks at once: Yes
Engineer
Magnetic Shield – Push: Yes, reflect for ranged, push when melee gets up close
Static Shield – Ranged Attack with Daze: Yes, for when you’re not gonna get that melee stun you can at least daze a ranged opponent
Elementalist
Rock Barrier – Ranged Attack: Yes, sure there are more useful ones but the 2nd attack certainly serves a different purpose from the 1st
Magnetic Grasp – Leap Attack: Yes, you can use it to close the gap and capitalize on the immobilize from 1st or choose to not to and remain at range depending on weapon set
Ranger
Counter Attack – Ranged Attack with Cripple: Yes
Hornet Sting – Leap Attack: Yes
Mesmer
Illusionary Counter – Block+Clone vs. Blind Attack: Yes, and another that falls under the “if nothing else, do this” category
Illusionary Leap – Teleport + Immobilize: Yes
Illusionary Riposte – Block+Clone vs. Daze Attack: Yes
Temporal Curtain – Pull: Yes, take advantage of the swiftness/cripple/combo field and use the pull when an opportunity presents itself
Warrior
Counterblow – Adrenaline gain if not used: Yes, another “if nothing else, do this” but I can’t deny that the 2nd part of this skill serves a purpose distinct from the first and makes sense to be separately usable
Impale – Rip for burst damage: Yes, you choose to wait out more torment stacks, or go for the burst sooner
Riposte – Adrenaline Gain if not used: Yes
Thief
Cluster Bomb – Detonate for wider Aoe+more bleeds: Yes, there is a distinct difference in using the 2nd or allowing the 1st to play out
Infiltrator’s Strike – Teleport+Remove Condition: Yes, you use for mobility/condi clear, or let it expire if you’re needing to chase and teleporting back is counter-intuitive
HERE IS THE FLANKING STRIKE/LARCENOUS STRIKE SECTION
Here we are. 1st part: evade and stab. 2nd part: Stab…again…oh, but you rip a boon. The problem with this is that there’s no scenario in which you’d want to be more decisive about using the second skill, unlike every other split skill in existence. Both parts of this skill are head-on melee range attacks. Sure, the second strike does differ in that it rips a boon, but you’ll nearly always want to use this is soon as it’s available for the damage – the boon ripping is a bonus. Plenty of other skills have secondary effects without the need of splitting their skills (Pistol Whip is a good example).
Every other split skill I listed differs in that the 2nd skill is designed for a specific situation or timing that is otherwise impossible on a singular skill. In many cases, you may never want to use the 2nd skill so that you get the most benefit from the 1st. There is virtually no case in which you don’t want that Larcenous Strike to happen as soon as it can. The damage and getting your evade back is simply too valuable.
Currently, the only thing this skill is getting by being split is a somewhat variable skill delay when choosing to go for the Larcenous Strike. Sometimes, it happens immediately. Other times, there’s an awkward second or two where your Thief is presumably deciding what he/she wants for lunch.
This skill has no place being split, but it should also be fluid to use – unlike its stuttering behavior from before the split. Therefore, I suggest this skill be merged back into one skill, Flanking Strike, but be changed into a more fluid attack that feels more like Leaping Death Blossom to use (both strikes happen during the evade).
TL;DR Flanking Strike is the only split skill that does not reflect the apparent design philosophy surrounding split skills