The passionate guys and developers working/building/maintaining the game have to make a living too. They have to pay off investors, advertisment, etc. They have utility to pay for to keep things running. It takes a lot of hamster food. It is certainly not one guy getting the money.
It is also the same with any sort of hobby or entertainment you do. There is always going to be some kind of cost involved, and the cash/gem shop is entirely optional at this point in time, just as you don’t have to buy overpriced popcorn/drinks when going to see a movie.
Engineer can be hard or easy, depending on how you build. If you play with an all kit build for instance, it’s quite comparable to an elementalists for example. If you stay in one kit all the time or one weapon and just use elixirs, it can be quite boring. Engineer has a lot of different setups/options/playstyles if you go outside the cookie cutter specs and experiment.
Elementalists is probably the top class for this though, if that is what you are looking for. However, it can fall into the same ways the Engineer can, if you only stay in one element a lot.
Mesmers not even close in comparison as far as challenging to play goes, but each person is different and has different playstyles. You just have to find the one that fits and clicks for you.
I’m pretty sure he isn’t talking about burning and that it is a special boss or environmental condition. I remember getting something like this when I was helping someone in a story instance fighting the dragon, and I had a special condition symbol and a dot that killed me repeatedly, and would apply again even after rez. I eventually figured out it was because I was trying to go under the dragon and it ended when I stopped.
The halloween event also had something similar with a part of the back piece quests where you would get a special condition burning if you didn’t put out the flames with the water. So, I’m pretty sure it is one of these types that he’s running into.
I’ve tried the might stacking build before and you lose all your utility, because you basically have to keep spamming elixirs constantly with all your slots and tool belt to keep it going. It also limits your runes and such, because you have to stack so much + duration to make it worthwhile. And then, outside of that, grenades are a pain to use and inaccurate outside of dropping them on something/someone fairly close to you. For a glass cannon, pure squish and damage build, it works; but I don’t like the tradeoffs for something another class can do so much easier. I prefer to play to an engineers strengths, which is flexibility and utility.
You can’t use logic to explain everything. Try explaining why undead NPC has health point (hp) in the first place. What is health to an undead? Aren’t they already dead? Why certain undead has 10K health point while other has 5K health point? Some undead more ‘healthy’ than others?
Actually I can explain that pretty easily. They are “living” dead and that is the effective health level it takes to destroy them. It isn’t actually how “healthy” they are, in the way you are trying to use it. And yes, some undead are more tough than others and harder to destroy. Make sense?
It’s very easy to explain why they are affected by conditions.
Blind certainly would work, even if non magical. Undead have eyes, or other senses to track their intended victim. In the case of no eyes, you are blocking out whatever they rely on. We typically think of blind in regards to the eyes, but cutting off someones sense of smell when they rely on it to get about is effectively the same thing. Or hampering someone’s hearing when they use echo location is another example. They effectively can’t “see” when you do this. Besides, I’ve seen plenty of vampires or zombies over the years that are hampered by such.
Bleeding is harder to explain, but when you think of it as whatever life essence they rely on or such, it becomes easier. You can bleed something out that doesn’t even have blood, in the traditional sense. If you are filled of puss and goo that holds you together, and I cut and drain that from your body, aka bleeding, then eventually you are going to drain out/become unstable/etc. Lets take a water balloon as an example, it exists in it’s current form, you poke holes in it, and it slowly withers and shrivels. Some undead even rely on blood to sustain their own life anyways.
Poison is a broad term. You can poison something with something as simple as water if they are made in such a way. Take holy water for instance. It’s like acid to undead. If they drink it/inject it, it’s going to turn their insides to mush, just like a poison. Pollution and chemicals easily effect the elementals as well.
Both those classes start kind of slowish if you are going for a direct damage build approach.
Engineers do better focusing on conditions until you get quite a few levels and have the traits and better gear options to support direct/crit damage in my experience. Same with thieves, but their direct damage options are much better, much earlier opening up after level 20. Both classes need to kite and dodge around a lot, so learn it and love it.
I spent three hours trying to beat it, without looking up any hints on the route. The first hour, I don’t think I even made it one or two seconds past the part where everyone waits. Then, I got stuck at the two beams for a bit, and finally put on Eye of the Tiger in the background, thanks to a guildies suggestion and eventually made it and had quite a laugh with the music playing.
Then, of course, I made it in 3 tries the next day easily on my alt. It reminds me of old school games where the screen constantly goes up and you die if you can’t keep up, like in some Mario, Castlevania, Kid Icarus, Contra, etc. type games of which I cut my teeth on as a kid.
I’m partial to warhorn for pve and pvp. Swiftness for scooting about and daze, aoe and life force gain on the locust with crits trait, cripple kite mobs/stick to players, yes please.
Focus isn’t bad either, if you want to stack vulnerability and more damage, but I usually pair it with axe if I’m going to go that route as an offset. Or if I really need the boon removal on focus 5 for some reason, I’ll switch it in.
Yeah, it doesn’t make much sense to me either. I think it should should drop medpacks or grant regen/fury or something, to go along with it’s regular skills.
Except that daze can be countered much much easier, for obvious reasons. I’m sure people will still complain though, you are right about that.
Bugs don’t prove anything. It’s a bug.
I agree. Playing/defending objectives should be more rewarding, and that is a common complaint I here in my guild as one of the reasons they hate spvp.
Staff can easily be tailored to be a main weapon and has plenty of traits to support this option. I feel staff is our best rounded weapon, and while it’s not the king of damage, it can still apply decent amounts for a ranged weapon, on top of all it’s other benefits/utilities.
Axe, however, just falls short, I agree. I never use it more than a weapon swap for life force/slow or supporting/stacking a bunch of vulnerability stacks to go along with my main power weapon, the dagger. Or using it to supplement staff, in a pure ranged power/DS build.
This seems really fun! I was thinking today how I’m enjoying spamming my bleeds in PvE but finding it relatively useless in PvP.
However, I’m mainly a WvW player. Any chance of tweaking this for us WvW guys? I really think a build such as this could do wonders when everyone is so focused on AoEing the kitten door down.
I think for WvW, you could focus on ranged wells and a staff build, for ranged aoe chills. I don’t think the weapon swap chill would be as useful for the ranged setup, and I’d probably take the chill on crit instead for such a build. Or using focus offhand and epidemic to spread them, plus well of darkness for blind/chill, plus spectral grasp for runners/defenders/overextending targets. Seems like you could build in a couple different directions, as long as you gear/trait for chill durations and chill.
Get the condition damage/toughness/precision gear from karma vendors in Orr.
Bleed stacks up to a max of 25 so you’ll get the full bleed damage unless your fighting a dragon or another very large group event.
What damage conditions don’t stack are poison and burn.Actually, if if you have a full set of that gear you mention, and cond damage on the jewelry, odds are very good that no matter how many people are there, your damage will always be applied, because it puts the top condition damage first, then works down from there. When your at the top of the list on condition damage stat, so is your applied damage through conditions.
Not to mention, that most people do the power setup, so chances are pretty good and in your favor if you have a lot of condition damage focus, since most people see it as inferior. It can still be viable at least and it’s not quite as horrible as everyone tries to make it seem, at least as engineers we have access to 4 damaging types and aren’t dependent on large bleed stacks, like some of the other condition spec classes. This gives us a little more room.
Engineer is good and varied and has many different options/builds if you like different aspects of play, and skirmishing builds which utilize all ranges. Limiting oneself to just ranged, greatly limits/reduces your options and it may just be better to move on to another class with ranged capabilities, than to try to milk something for fun if you aren’t enjoying yourself with the options available.
Excuse me? Rifles lack main hand damage? You are aware that engineers are capable of dropping 12k crits with a rifle build. also, kits don’t scale with stats. Their damage is naturally inferior unless it’s traited grenades.
Seriously.
That 1) complaint isn’t even gameplay-changing. It’s an aesthetic that you personally don’t agree on.
Warrior’s rifle skills are terrible. They lack the control that Engineer skills have, as well as the versatility. If you want a bland, direct-damage ranged weapon then you should be playing a warrior.
i agree didnt like warrior rifle AT ALL
engineers rifle is good now
but i have to ask..
12k? what kinda rifle build is this? i do 1,7k MAX right now with hip shot and jump shot do total around 3 – 4k 2.3k overcharged shot 1,7k blunderbuss
on a light golem
I don’t know about 12k, but you can get some pretty strong crits with jumpshot, surprise shot at the same time since it’s off global, which procs lightning discharge if traited to add on top, plus any other proc effect sigils you may have. The key is hitting take off and landing damage with jumpshot on the target, that is how it does the big damage. You have to add all the numbers together to get the total output. Gear and trait for crit damage and lines, obviously. I typically get the highest numbers with grenade barrage though, and adding that right behind a jumpshot can be brutal burst.
Eh, in spvp, it’s usually just groups running around trading points and zerging those that get in the way, or people roaming around testing builds/killing/ignoring points anyway. But yes, I feel more game modes are needed to appeal and give players options and spice up/less repetitiveness in play mode. They could keep certain types out of tournaments, and give us more options for hotjoin/insta action games.
This skill is completely reliant on timing and coordination, has a long cooldown, and can be countered if an opponent knows it’s coming. I believe it’s fine, imo.
Have you seen the male human options? I already have one male human with the best options that doesn’t make him look like he belongs in a boy band or something. The male human faces are horrible in my opinion. I do not like the teenage, twilight look or young clean cut jock look. I have the one gruff/rugged face in use already, so I’m obviously not going to pick it again.
I also don’t relate to my character or put any part of me into a character. I make characters/concepts based on fiction like one does in a novel or story. I used to write a bit, so it comes naturally and I always make up character concepts, even when I’m not roleplaying them/ I don’t roleplay anymore. I never “pretend” I’m a female, nor do I have a hidden desire to be one.
I also enjoy femme fatale type of concepts in general, so I’d naturally make one or two of them in any game. I’m sure it’s a subconscious fantasy of that type of woman, but I’m not actually making them for that particular reason in game, nor do I stare at my characters “assessts”. I design and make all races/types/genders/characters though, and I never limit myself to anything or one type, unless I can’t stand something due to personal taste or animations/etc.
If they called it shotgun, instead of rifle, I don’t think we’d see as many complaints. The reason it isn’t, in my opinion or why the devs did so, is because it can now share the rifle slot with other classes that use rifles and they don’t have to make a unique weapon tagged as shotgun just for the engineer. That’s why it is called a rifle, most likely.
As far as the weapon itself, I think it’s pretty much okay. If I want to play with a sniper rifle, I’ll play a warrior. Warriors are specialized in the rifle, so it makes sense. Engineers are tinkerers and toy around with things and aren’t specifically specialized so the current way it works feels right to me, just pretend the name is shotgun.
I believe it could be tweaked a little, but no need to change it farther than that. I think blunderbuss could use a little more range possibly. I think jump shot should be smoothed out animation and cast time wise and I think the our self knockback should work like the elixir gun one, so it doesn’t CC us as well. I think these are all it really needs to make it more solid.
As far as a long range option, I think adding a completely new scope/sniper kit or something would work better for a sniper play style instead of changing the current rifle setup to cater to it.
Rifle power/crit discharge build with rifle turret, and either pbr or toolkit for the toolbelt skills for lots of ranged and short cooldowns to constantly fire off discharges works perfectly fine if you can’t stand grenades.
Edit: Eh nm, didn’t see that you tried toolbelt burst at the end there. In any case, if you’ve tried all the stuff you already listed and still aren’t enjoying yourself, it might just be a case of the wrong class I’m afraid to say.
(edited by Cyricus.2981)
Power based.
Burn isn’t all that great of a condition, only in solo PvE does it stand out since any old random Ele with 0 condition damage can stack a minute of it with one rotation and you won’t see it tick once for you.
Bleeding, its quite good at, but really, without sigil of earth, the bleeds are very short duration and too rare to be a significant damage source.
Yep… its a power weapon. A well lined up flame blast is very strong burst.
No, not really. It can be focused either way, focusing on condition crit procs (would be nice to have the sigil proc bleed work in there for sure, or even chill for a debuff build) or straight up power. Either can work. In fact, it’s excellent and more akin for a hybrid/mix of the two and stacking might buffs, which boosts both areas. That seems to be what it was designed to do, for a constant stream of sustained damage in both areas.
Also, burn is our strongest damage condition as an engineer, I would not count that out. Bleeds are the weakest condition for an engineer and are pretty much bonus damage that much is true, but it’s not your main focus. Sure, if you have a ton of people applying burn it becomes less useful, but outside of bosses/tough mobs, when does that happen?
Offhand pistol works well for my flamethrower/elixir gun build, as I can forgo the burn on crit and use the points elsewhere (like in tools, because I like perma swiftness or I can use kit refinement for groups) and allows for a skirmisher type of play which I like. I can round up mobs or my opponents at range applying aoe confusion, blowtorch them as I get near, glue shot them in place, switch to elixir gun and aoe poison them all, switch to flamethrower and maintain burn on ALL of them, blind/knockback or switch back to elixir gun to leap back out of range as needed and switch back to pistols as they will be coming off cooldown if they are still kicking. Having the offhand pistol lets me apply aoe burn, confusion, and poison on top of each other and adds to my mobile type of play. Things melt fast when I stack all these up.
Sure, I could apply aoe burn with bombs, but then I sacrifice utility slots, of which two are already taken in my build, and the third is for stun breaker or group support/buffs or rocket boots for escaping to combo with the retreat back on elixir gun, allowing me to jump in and out of close range very quickly if needed.
But, my point is this, now that I’m done rambling; is that what one uses entirely comes down to build/spec/playstyle/situation. I think both shield and pistols could use some tweaks, personally.
I typically run a condition build with p/p and flamethrower/elixir gun combo and swap around the third utility as needed for a group/pve based build. Either 10/30/0/30/0 for burn on crit for more punch, or I use 0/30/0/30/10 for kit refinement and keeping super elixir up for condition removal and constant heals. Flamethrower/elixir gun pairs well together, obviously, from the traits.
Also, Spectral Grasp is typically not worth slotting in most situations. The best use for it is WvW for picking off runners or over extending opponents. It has a cast time, which makes it trickier to get off as well. Not useful for pve at all really and in instanced pvp, you have better options as you should be hanging around nodes most of the time in a limited area and capping things. If you made a build based purely on stacking chill, it could have it’s merits, but outside of that, waste of a slot most of the time.
I’ve used it already and I see quite a few merits in it actually.
Well timed, and well executed, in a dungeon it is fantastic. A necro using to pick off a knight in TA for example, was invaluable.
Plus, the chill and life force are nice enough when it fails.
That’s true, as I did say most situations. It can be a useful tool, I won’t deny that. I just think we have better options for everyday use and abuse. That was really what I was getting at.
Also, Spectral Grasp is typically not worth slotting in most situations. The best use for it is WvW for picking off runners or over extending opponents. It has a cast time, which makes it trickier to get off as well. Not useful for pve at all really and in instanced pvp, you have better options as you should be hanging around nodes most of the time in a limited area and capping things. If you made a build based purely on stacking chill, it could have it’s merits, but outside of that, waste of a slot most of the time.
Trouble with power builds for me is the utilities.
Not sure how it would work in a build.
http://gw2skills.net/editor/?fQAQNAndWjMaV7hbabMcKCpCPbqw3gekr3XLKFwbdA
Could work perhaps? Wells seem like they need too much investment for what is in effect quite poor.
Well of Corruption is useful without any traits in a power build. It does great AoE damage and stacks vulnerability on all mobs inside it, allowing you to hit harder. I like to pair Bone Minions along side it, as exploding them inside it causes AoE blind. You basically have a huge AoE nuke/burst. The other wells are situational, but can still be useful. You can turn Well of Darkness into an AoE blind and chill with only 10 points into the Curses tree. Sure, it has a long cooldown, but again you shouldn’t need it all the time and it’s great in pve and pvp alike. I usually have Spectral Walk as a third, unless I’m doing pve and not moving around much.
The other well traits that you are talking about, while nice, are more for support spec builds, not damage power builds.
I will not cover everything, but for a power build, you want to go dagger plus offhand of your choice as your main damage, as it does the most dps. I like warhorn for mobility and life force gain and the daze can be useful. Dagger is also a pretty good choice, but I find it better for condition builds as an offhand, but that’s just my opinion. Axe is good for the number 2 skill mainly, or support with a focus for stacking vulnerability which debuffs the mob/mobs. Staff obviously for AoE and range/utility.
As far as utilities, the heal is really up to you, but I typically use the one for condition removal. Well of Blood is useful in support specs/dungeons or groups. Other utilities for a power build can vary, but the obvious choice are wells, as they do nice damage and since you are in melee range anyway, why not? Bone Minions are good for using as bombs with a power build as well, as they can be used as burst along side other abilities and are aoe blast finishers. Spectral Walk is good for scooting around and kiting melee in dire moments. Spectral Armor is always useful as an oh crap button, but has a pretty long cooldown and most power builds pick up the trait for Spectral Armor automatically at 50% health. I sometimes use the wurm minion in spvp to setup and guard nodes, outside of that or if you are traversing a lot, he is less useful and the teleport can be funky at times.
Blood is Power could be useful now with the might stacks, but I still think it’s better left to condition specs as I find the wells more useful. I can see potential in it for bursting single target by stacking might with DS form, might sigils on weapons, and popping that on top to cap out might stacks and then jumping into lich form to do some hefty damage, but I haven’t tried it.
Elites are personal choice, lich form is pretty good for spike damage, golem for some CC and steady damage or tanking some in pve, plague form is good for survival but better for condition builds.
Nice work, you look like you have a very similar play style as my own. Same trees and points spread, same utilities outside of elite. I guess the perma blind with plague is still pretty great even with a power focused build, I can see why you use it. What traits do you use in your setup?
Sometimes we use Fleshie the flesh golem. He has a horrible habit to attack everything in site though.
True, he’s the only one worth using outside of using Bone Minions for exploding. At least he attacks things and doesn’t stand around as much as the other minions, even if he does aggro everything in site.
Hah, yeah I think it would be great. I love the Egyptian type of theme. Axes of course would be sickles, the robes and head ornaments, things gilded of gold, gems, scarabs and scorpions. Mummy wrap robes. Lots of potential, I’d say.
I actually had a villian necromancer in CoV/CoH that summoned undead, was an old and withered mummy sorc with the big gold head and otherwordly glowing eyes with undead skin and wraps on his frail arms and legs. I was pretty proud of that creation.
I’m leveling with a power/crit build using dagger/warhorn and axe/focus (or staff) with emphasis on quick aoe burst using bone minions as bombs on top of wells and it destroys things fast. I took the 30% minion damage because it works on the bombs and I use the flesh golem as my elite to run around like a goon and aggro things and knockdown mobs inside my well explosion area. On top of this, I can also pop locust swarm and jump into DS and use the life leech for even more aoe. It’s a pretty crazy setup actually and I never see other necro’s use anything besides all minions, full conditions or all wells plus staff, but it works rather tremendously for me.
Engineers seem to have the same problem at times, as I play both. I think it might have to do with how many conditions are being applied or something. That would be my guess at least.
Yeah, it’s slow going when specced for conditions. I typically drop a well or two on it and try and get my stupid flesh golem to actually attack it and not stand still looking pretty. (ugly) or switch a weapon out to axe or dagger if I have to do a lot of them.
Ettins are just tough mobs in general I’ve noticed. They always seem to have more toughness and vitality then other normal mobs, so it doesn’t surprise me that a veteran one would be a little tougher than the average veteran mob. I wouldn’t sweat it too much, necro’s are about grinding down and surviving more so than straight up killing fast.
However, with a power/crit focus and Well of Power and Bone Minions, you can drop some pretty good aoe burst and exploding the minions (all they are good for anyway) will aoe blind as well. My necro is only in the 40s atm, but the first traits I did were the crit/condition line and power/duration line, then I put some into the toughness trait line and respeced at 40 and dropped the toughness for more power and minion damage 30% trait, which makes my Bone Minions explode for a hefty amount and allows me to gather mobs and aoe burst them at a quick pace along with the well. I have toughness/vitality in my jewel slots and the rest of my gear is power/precision/crit damage and I’m cruising along easily.
For WvW, you can gear completely glass cannon if you play smart and/or spec certain traits for defense to make up a few hits like self regulating defense potion, protection buff when crit or CC’d etc. As long as you are good at positioning and moving around with situational awareness. However, Engineer really needs to get close to the fight to do the best burst damage outside of grenades, so speccing in a little more defense can be pretty beneficial. With a grenade/rifle/discharge build, you can drop some pretty hefty burst in a few seconds at close range if you go glass cannon. Jump shot + Grenade Barrage with lightning proc packs an extreme wallop, but to combo it requires close range. For a more long range build, you can use toolkit for the wrench, rifle turret for surprise shot and go glass cannon, as you don’t have to get into melee as much to do good damage and the defensive traits should be all you really need.
lol at these posts saying aoe skills = no brainer, turtling = hard stuff
Many organized guilds/groups stack up, not just in this game. It’s a tactic so everyone stays together in tight formation and pushes most often, and anyone can do it. You can also coordinate a group of 40 people to drop aoe’s on that spot and kill a bunch of them, even with a 5 person cap. Anything more would be way too much. You shouldn’t expect to be able to AoE that big of a force with just a couple people and expect to kill/scatter all of them. You can also coordinate a mesmer/guardian pull into the no escape bubble or aoe knockback to seperate some of them if needed before dropping AoE. Being unorganized isn’t the key to winning.
Necro’s are vastly superior to Thieves with conditions. I don’t even think I need to explain it either. They are also better defensively/holding a point and are also good at boon removal which helps counter bunker builds. They can also perma or nearly perma chill/snare people if setup right and chill is an amazingly, devastating condition to have on someone for a long time, even if it doesn’t do any damage.
@ens.
Please read the thread before posting. Thanks.
@Cyricus
Interesting. I’m not really sure what I’ll do knowing this… I could try and push to 60 (and then 80) and wait for exotics for those OMGHUGE NUMBERS. Or I could level my Ele, who is only 22 =/ What I keep asking myself is, “why did it take you 55 levels to notice this?”
You could try leveling with a P/D build, I found it a little more entertaining, but a bit slower. Throw in traps that aren’t commonly used, and it becomes a bit more fun. Just try something out of the norm when you get the leveling pains, that’s how I keep myself going/entertained. I say P/D, because you can actually chain all the moves into a chain. Basically, drop a trap, steal (or save it for initiative return later in the chain), CnD, unload your dots from stealth, hit your direct damage/leapback move, autoattack as they run to you and trigger the trap, etc. It’s a little more at least.
Thank you to every one of the 2 people that replied to the topic title question.
Guardians and tanky built warriors most commonly and the occasional engineer or necro that specs/builds to counter burst.
Today I’ve seen dual pistol thief, who used stealth ~5 times in a row. He even attacked me without revealing from stealth. For rendering bug there was not many ppl, only 3 (include him). So he easily killed me and my ally when we saw him revealed sometimes for ~2 seconds. I’ve used AoE with no results. So:
1) It was a hacker
2) Perma stealth problem still exists
Are you sure he wasn’t P/D? Even if he was P/P, he can still have 3 stealth utilities, and the heal stealth and/or a weapon swap to dagger offhand or stealth on stealing. All of that, plus rendering could have made it seem so, when in fact it was not. If you want to counter a stealth thief, use aoe, attack the air around you, chill/slow them so they can’t land CnD, or any aoe CC abilities for that matter in the general area. They still take hits when stealthed and any type of CC/snare/root will make it especially hard for them to keep doing it.
D/D starts pretty weak, but it really isn’t THAT bad. You want to steal, CnD, wait until stealth is about to drop, backstab, auto till revealed is gone, repeat and dodge when needed on certain foe attacks and heartseeker them once they are low. Use Steal special abilities in there as well. You can also chain in Caltrops, which you should be using as one of your utilities instead of Assassin’s Signet, this will up your aoe damage and allow you to kite tougher mobs around and regain initiative while the enemy is slowed and taking damage from your dots.
The initiative system just isn’t that engaging in comparison to something like an ele, whom is one of the most complex, that is probably why. I agree with you though, they should have made thieves more combo chains to make it more interesting. As someone who played a druid in WoW, the closet thing you will find is Engineer and Elementalist, for that same kind of switching in and out and complexity in chaining stuff. Necro isn’t too bad either for this, if you use your DS form and weapon swap correctly. Thief is just the most straight forward class you could have picked.
Black Powder is awesome against other thieves, that’s why you are owning them probably. I kill a bunch using P/P myself, and Black Powder is the main reason. Chaining blinds on them makes them miss cloak and dagger and backstabs, and they go down easy when not in stealth if they are the typical glass build. D/P can work just fine, you are just missing some of the damage from the points in the power tree that most D/D thieves run, hence you will hit lighter.
As someone with both a necro and a thief, I think the thief version is a bit too long in comparison. It really shouldn’t be better than a class’s niche. Necro’s can trait and gear for duration though and chain them together for a decent length, it’s just a lot more work and trouble however.
Once you can put more points and gear for crit damage, you will see better results.
When I spec power/crit DS build, my Life Blasts can crit up to 5k plus on targets under 50% health, but usually they hit for 3-4k. My dagger chain with all crits can hit around 6k total and is faster. Dagger is the strongest dps we have. You are right about range though, it’s better in most situations, unless you are capping a point.
P.S. Try dagger autoattack + well + exploding bone minions at the same time if you want to see some real burst.
(edited by Cyricus.2981)