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Dagger Main Hand

in Necromancer

Posted by: jBomb.1637

jBomb.1637

Something as simple as (1) scale down dagger 1 damage and increase dagger 2 damage accordingly so that there’s a reason to press something other than auto attack. And/or (2), make dagger 2 hit multiple targets?

So you want Life Siphon to work like Life Transfer?

Possibly yeah. Just something to give it a use besides the couple of ticks you can get off running to target or the very rare occasion you might be kiting with dagger.

Dagger Main Hand

in Necromancer

Posted by: jBomb.1637

jBomb.1637

I don’t get the argument that it’s bad to be using multiple sources of damage on cd. It’s easily what makes ele and engineer such fun classes to play.

Take the thief dagger for example, it’s the enarest thing to ours since it’s the same autoattack, but in between revealed debuffs they cnd>backstab instead of spamming 111111111111 in between focus vulnerability.

Thank-you Zenith for understanding me!

I don’t know what the hell you’re doing that you don’t have enough to do. You need to pop locusts, reaper’s touch, well of suffering, blood is power, death shroud, and tainted shackles before you can settle into an autoattack. That seems like enough things to do to me, at that point you probably need to focus on avoiding attacks and timing dodges right. Sure, dagger skills 2 and 3 aren’t useful for PvE but it’s all about the offhand action.

You realize what the cooldown on those is, right?

Again, thanks Zenith, what he said…

I don’t get the argument that it’s bad to be using multiple sources of damage on cd. It’s easily what makes ele and engineer such fun classes to play.

It’s the sort of Purity of Purpose argument, really. For example, on Ele, Air Scepter 2. It’s just a pulse of damage every 10 seconds. Why was that damage not just rolled into the auto attack and something more interesting gets put there? Why would you not spam it?

Basically, having skills that don’t take thought to use are kind of dull and reinforcing the idea that it’s just spamming skills. Mainhand dagger for necros avoids that quite nicely.

My problem with it is that essentially (excluding utility skills) and assuming we’re dealing with a single target, max dmg is to spam 1. I know there’s warhorn 5 and focus 4 but that still leaves 15-20+ seconds of spamming 1 for max dmg in between those CD’s. For me, having dagger 2 do more dps than dagger 1 would make it far more enjoyable to play by me (the player) having to get off a full channel of a 2nd skill to do max dps. This issue is far more prevalent in PVE than PVP as there is less to think about.

Dagger Main Hand

in Necromancer

Posted by: jBomb.1637

jBomb.1637

DISCLAIMER: This is not a request to buff main hand dagger damage whatsoever.

I thoroughly enjoy playing a melee necro, DS is my favourite class mechanic by far and I enjoy playing a melee caster in mmorpg’s. However, spamming 1 is just too dull.

I’d find it far more enjoyable if there was even a fraction more thought involved in which buttons I must press to kill something. Something as simple as (1) scale down dagger 1 damage and increase dagger 2 damage accordingly so that there’s a reason to press something other than auto attack. And/or (2), make dagger 2 hit multiple targets? Of course adjust dagger 1 damage appropriately so there’s no overall damage increase.

Even if the 1st change was implemented it’d be in line with how the axe plays, which to me is more interesting having 2 buttons to press vs just the 1. I feel a small change would make a big difference in appeal of playing necro without their being any sort of real damage buff. Before any of you say “go play axe then”, I prefer to be right up in melee range.

Yes I know there are off hand weapons too which add 1 or maybe even 2 button’s to press but my issue still stands.

I’m curious on the necro community’s thoughts on this? Agree/disagree?