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(edited by Daecollo.9578)
Heartseeker
Leap and strike your foe. The further away, the more damage you cause.
Damage < 300: 336 + 1 stack of bleed.
Damage 300-600: 504 + 2 stacks of bleed.
Damage 600-900: 672 + 3 stacks of bleed.
Combo Finisher: Leap
Range: 900
Dancing Dagger
Throw a dagger that cripples nearby foes and returns to you. Does more damage to wounded allies.
100%-50%: 336
50%-0%: 672
Maximum targets: 4
Crippled: 5 s
Combo Finisher: Physical Projectile
Range: 900
This turns heartseeker into a mobility skill that does damage the further away you leap, while giving dagger thieves more mobility.
Its made to be an opener for both condition and power damage users.
(edited by Daecollo.9578)
wouldn’t give them any more mobility than they already get while nerfing damage on consecutive strikes and causing more complaints due to having the same damage it has now but without needing them to be nearly dead first.
Dancing daggers wouldn’t be so bad, however they already nerfed its damage so I can’t see them increasing it again
i actually like to spam 22222222
no, thank you :P
Hehehe…
With that change to Heartseeker D/P would be the new burst combo
BP > Massive damage Heartseeker > Backstab > Mug
Outside of that, D/X thieves become just Backstab machines since they want to be close to stab with auto-attacks/backstab/CnD and Heartseeker will want them to be at range in order to do worthy damage.
Dancing Dagger suffers from the fact that it’s damage was nerfed (Can’t remember the reason that was given) and would be unlikely to get a damage buff.
If it however was given a shadow step to initial target, there would be an increase in mobility for x/D thieves (Similar to what Shadow Shot gives to D/P thieves)
I wold personally LOVE to see dancing dagger shadow step you to your first hit target.
Wishful thinking of course.
A cool dancing dagger would have its damage upped heavily and on throwing the skill would change to a shadowstep move which you can trigger to teleport to each target (first press takes you to first target, second to second etc etc)
Increased damage would be to make up for the lack of being able to hurl a couple of them (or even make it so the shadowstep involves a swift stab for low to moderate damage)
course it would have to cost a fair whack of initiative else thieves would never be able to be pinned down
that said it will never happen
(edited by Dasorine.1964)
A cool dancing dagger would have its damage upped heavily and on throwing the skill would change to a shadowstep move which you can trigger to teleport to each target (first press takes you to first target, second to second etc etc)
Increased damage would be to make up for the lack of being able to hurl a couple of them (or even make it so the shadowstep involves a swift stab for low to moderate damage)
course it would have to cost a fair whack of initiative else thieves would never be able to be pinned down
that said it will never happen
I like the “on key press to shadow step” idea but I don’t agree with the extra damage or multi-stepping, like if you used dancing dagger on something, the skill hit, then it would flip to a shadow step for lets say 1.5 seconds then flip back to dancing dagger, having this, there would be no real need for increasing the damage and multi-stepping just seems a bit OP, this would make it an awesome catching/retreating skill, as it apply a cripple as well, and the already 4in cost would be worth it, yay for more mobility!
Also it’s cool, because if you get immobilized you could use this, kinda like how I use steal, or swap to SB sometimes when I am immo to get some distance and by the time my opponent gets to me it has wore off.
(edited by savints.6281)
Oooh, I really like the idea of Dancing Dagger being changed to a shadowstep.
The way I think I’d like to see it done is to have the thrown dagger strike a single target and apply a short cripple, then you have a few seconds to trigger it again to shadowstep to the enemy you had hit and perform a quick AoE spin attack, like the single-dagger Twisting Fang.
Oooh, I really like the idea of Dancing Dagger being changed to a shadowstep.
The way I think I’d like to see it done is to have the thrown dagger strike a single target and apply a short cripple, then you have a few seconds to trigger it again to shadowstep to the enemy you had hit and perform a quick AoE spin attack, like the single-dagger Twisting Fang.
I am happy with just a simple shadow step added on, all I would want for d/d really!
I suggested it that way only because it seemed a little weird to have the initial attack hit a group of enemies while marking only one, but wanted to maintain the AoE damage.
well the extra damage was to balance out the slow down of the move (waiting for shadowstep to fade out for reuse)
Multi-step was to a) give reason for the dagger move to stay same b) give thief a cool looking move c) increase mobility further.
how powerful it would be would really depend on a lot, if each “step” of the dance took extra initiative you wouldn’t be able to just spam it repeatedly until the groups died, having no control over where the other steps would be could also be a penalty resulting in death (stepping into a warriors hundred blades for example) meaning the only reliable step would be the first one and not utilizing the others puts a “cooldown” on that step without actually totally limiting you from it.
OMG!! Another one of daecollo!! Its exactly the same domages HS does nowadays, but now we dont need to get target to <25%!! It only needs the target to be far far away!! LOLOL!! OMG!! All the domages are turned upside down from what we have now. Ahahahah!! If it was already easy to HS spam them to death, now its gonna be brilliant. And btw, your dancing dagger was given a 2.0 skill modifier below 50%, when HS now its the same but below 25%. Do you even consider what your doing , mathematically, when you think this through?? Enjoy this: target is far away, i HS to him dealing massive dmg, than i switch to DD and kill him with 2 more hits at the most. And lets not even consider spaming heartseeker to move across the map, now with double the reach… and initiative based. Me wants that in return for stealth nerf!! Seems only fair!!
OMG!! Another one of daecollo!! Its exactly the same domages HS does nowadays, but now we dont need to get target to <25%!! It only needs the target to be far far away!! LOLOL!! OMG!! All the domages are turned upside down from what we have now. Ahahahah!! If it was already easy to HS spam them to death, now its gonna be brilliant. And btw, your dancing dagger was given a 2.0 skill modifier below 50%, when HS now its the same but below 25%. Do you even consider what your doing , mathematically, when you think this through?? Enjoy this: target is far away, i HS to him dealing massive dmg, than i switch to DD and kill him with 2 more hits at the most. And lets not even consider spaming heartseeker to move across the map, now with double the reach… and initiative based. Me wants that in return for stealth nerf!! Seems only fair!!
We are suppost to get more mobility for the nerf to stealth inc soon.
It does less damage then autoattack if you “spam it.” you have to be far away for it to do damage, its more of a gap-closer now.
HS spam them to death, now its gonna be brilliant.
I’d Lol if they did, it wouldn’t do much damage at all if you spam it without running out of range.
(edited by Daecollo.9578)
well the extra damage was to balance out the slow down of the move (waiting for shadowstep to fade out for reuse)
Multi-step was to a) give reason for the dagger move to stay same b) give thief a cool looking move c) increase mobility further.
how powerful it would be would really depend on a lot, if each “step” of the dance took extra initiative you wouldn’t be able to just spam it repeatedly until the groups died, having no control over where the other steps would be could also be a penalty resulting in death (stepping into a warriors hundred blades for example) meaning the only reliable step would be the first one and not utilizing the others puts a “cooldown” on that step without actually totally limiting you from it.
I still don’t really see how the multi-stepping works, so you use dancing dagger, lets say it hits 3 targets, then what, your dancing dagger swaps to a shadow step, to step to your first target? then once you step to your first target it steps to your second target on the next key press and so on, there still has to be a time limit at which you can step at, what if I didn’t want to shadow step and I wanted to use dancing dagger again? I could see it being like this only if it where lets say for instance, had a timer attached to each step and once that timer ran out it would return “flip back” to dancing dagger, lets do the same scenario again, I use my dancing dagger it hits 3 targets, my dancing dagger flips to a shadow step for 1.5 seconds, if I don’t use it with in that 1.5 seconds it then returns back to dancing dagger and I am able to use that again if I want, or if I had used the shadow step it refreshes it for another 1.5 seconds and it is able to be used again but this time stepping to target 2 rinse and repeat, this is the only way I can this happening or could happen, and yeah that would be pretty kitten awesome!
OMG!! Another one of daecollo!! Its exactly the same domages HS does nowadays, but now we dont need to get target to <25%!! It only needs the target to be far far away!! LOLOL!! OMG!! All the domages are turned upside down from what we have now. Ahahahah!! If it was already easy to HS spam them to death, now its gonna be brilliant. And btw, your dancing dagger was given a 2.0 skill modifier below 50%, when HS now its the same but below 25%. Do you even consider what your doing , mathematically, when you think this through?? Enjoy this: target is far away, i HS to him dealing massive dmg, than i switch to DD and kill him with 2 more hits at the most. And lets not even consider spaming heartseeker to move across the map, now with double the reach… and initiative based. Me wants that in return for stealth nerf!! Seems only fair!!
We are suppost to get more mobility for the nerf to stealth inc soon.
It does less damage then autoattack if you “spam it.” you have to be far away for it to do damage, its more of a gap-closer now.
HS spam them to death, now its gonna be brilliant.
I’d Lol if they did, it wouldn’t do much damage at all if you spam it without running out of range.
Look: i se them far away, i leap, i get the equivalent to a regular HS below 25% hp; then, i move AWAY (1 dodge roll is 300 units, for example) and if the target runs AWAY from me, he will also help us; another max dmg HS; now target is panicking, he wants to run away as far as posssible, just stand there IMMOBILE doing nothing until distance is enough to another hearseker… Tooooo easy, much easier than what we have now. And dancing dagger, hiting like heartseeker at only 50% hp? and with a REBOUND? Its genocide, this skill alone… think rangers and their pets…
My answer is no.
well the extra damage was to balance out the slow down of the move (waiting for shadowstep to fade out for reuse)
Multi-step was to a) give reason for the dagger move to stay same b) give thief a cool looking move c) increase mobility further.
how powerful it would be would really depend on a lot, if each “step” of the dance took extra initiative you wouldn’t be able to just spam it repeatedly until the groups died, having no control over where the other steps would be could also be a penalty resulting in death (stepping into a warriors hundred blades for example) meaning the only reliable step would be the first one and not utilizing the others puts a “cooldown” on that step without actually totally limiting you from it.
I still don’t really see how the multi-stepping works, so you use dancing dagger, lets say it hits 3 targets, then what, your dancing dagger swaps to a shadow step, to step to your first target? then once you step to your first target it steps to your second target on the next key press and so on, there still has to be a time limit at which you can step at, what if I didn’t want to shadow step and I wanted to use dancing dagger again? I could see it being like this only if it where lets say for instance, had a timer attached to each step and once that timer ran out it would return “flip back” to dancing dagger, lets do the same scenario again, I use my dancing dagger it hits 3 targets, my dancing dagger flips to a shadow step for 1.5 seconds, if I don’t use it with in that 1.5 seconds it then returns back to dancing dagger and I am able to use that again if I want, or if I had used the shadow step it refreshes it for another 1.5 seconds and it is able to be used again but this time stepping to target 2 rinse and repeat, this is the only way I can this happening or could happen, and yeah that would be pretty kitten awesome!
That was the idea, on throw it’d swap to shadow step, you’d have a timer for shadowstepping you’d have so long to use the 4 shadowsteps (or less if you didnt get all 4 bounces on dancing dagger) then it would revert back (ala infiltrators strike) and of course it would revert back after you stepped to all targets once.
I’m not down with dancing dagger becoming a flip skill. Being able to spam it through darkness fields (like shadow refuge) at packs of enemies is one of the best clutch heals we have available. It’s an extremely powerful projectile finisher for its 100% chance and the fact that it triggers the finish every hit, and thus it’s also useful for stacking burning, confusion, and other useful combo effects on top of its cripple.
It’s already a good situational tool when combined with combo fields, or alone for its cripple. If anything the only fix it needs is a cheaper initiative cost or longer cripple. The post-nerf damage is actually pretty fair when you factor in its a four hit 100% spammable projectile finisher already.
this is true, although I find it a bit depressing that some of our best situational tools tend to come with the interaction of skills with combo fields rather than skills themselves.
What about removing the evade on death blossom, and adding it to dancing dagger. I like the idea of the shadowstepping between targets hit, but what about evading between targets?
Also, I don’t like the idea of heartseeker causing bleeds, there would be some weird choice to make between condition and direct damage as it is with death blossom being in a weird spot in d/d.
i actually like to spam 22222222
no, thank you :P
Burn the witch! ..
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