(edited by BucketPuppy.1826)
i can only speak for my own playstyle, but yeah i can agree with some of the other stuff input here too.
personally though, ide like to see minion AI not be so hurp. maybe just have it target what i attack so it doesnt just stand there derping or worse yet run off to the side and pick a fight with something randomly? Considering rangers can stow their pets too it would be nice to have a kill command so i can decide when i want the non bone minions out and when i dont. traveling the environment sucks when they get hit and slow you down because of it.
i usually use dagger dagger, i can deal with the long cool down on 5 since it still feels about right. but the 3 and 2 i have issues with. 2 could potentially heal more or do a little more damage considering dagger is decently melee range and most melee has some kind of burst and its a little on the low side on my opinion. (or at least compared to my warrior or my friends thief :L) and 3 just feels like your not getting what you payed for in a sense. long cool down, too short a range to catch runners if you arent really spec’d into speed. the cooldown versus hold is kinda meh, i get the same effect with bolas on my warrior at a long range shorter cooldown and longer hold with the mobility naturally associated with my greatsword to close the gap. personally ide say a mobility attack would fit it better than that spell. you want to be stabbing people after all to get life force, so keeping on them is pretty key, a dash a whirl a leap… or maybe have it pull the guy towards you in conjunction with the snare?
edit: switch strength of undeath and death’s embrace. kinda like how berserkers strength works on warriors with increased adrenaline. i dunno bout you guys but traits like that which are spec’d into kinda feel… lame to start.
(edited by BucketPuppy.1826)
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