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Dagger buff/rework ideas


DEATHsCLAW.1978

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> @"RisenHowl.2419" said:

> -Drop the on bleed effects and self bleed

>

> -have each AA grant LF

>

> -Let dagger2 grant 1% LF per tick or allow it to heal around the necro 240 radius

>

> -speed the animation up on 5, it takes so long to hit that it's impossible to land on a moving target reliably

 

Or at least put a blast finisher on it.

>

> Any or all of those. No one has used dagger MH or OH seriously in years because it's slow and low damage that is easily kited

 

In wvw I use oh dagger for maximum group corrupts

 

 

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to sum up:

 

dagger (main hand) is only usable on power builds, has less single target and cleave damage than its close range compeditor greatsword (if on Reaper) and is not bursty at all.

 

so it has no role in pvp or pve which is sad an should be changed..

 

 

 

> @"Anchoku.8142" said:

> MH dagger needs _some_ sort of purpose. It has been losing importance. It _should_ have dps higher than greatsword because of its lower cleave count and, as a short range weapon, sustain and control effects are crucial.

 

^this and in my opinion you missed mobility

 

so dagger needs

control

damage

mobility

sustain

 

 

 

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I Personaly have more problem with offhand dagger then with MH Dagger. MH is support weapon for LF generation and in PvP you can heal yourself(I've met some really great players with MH dagger builds(Core mainly)) For Offhand my problem is delay after long casttimes. In current game where everything is fast, so keep long casttime but effect will be quicker or give short casttime and keep effect duration.

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> @"Sigmoid.7082" said:

> I'm very confused how dagger has no sustain when #2 is one of the strongest healing abilities we have.

>

> Dagger really doesn't need much to be what they are trying to make it. The sustain bruiser weapon. It's tied to blood magic..

>

> OH dagger is a different story though.

 

 

its a ~5k heal with a cast time of 2s. 2.5k healin/second is nothing compared to the damage per second dealt in <600 range these days so I wouldnt really call it a great sustain option. its okish at best.

 

the problem on dagger is mainly the lack of burst or counterpressure in melee range.

 

and OH dagger is not really the focus here in my original post I was referring to mainhand dagger only!

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> @"DEATHsCLAW.1978" said:

> to sum up:

>

> dagger (main hand) is only usable on power builds, has less single target and cleave damage than its close range compeditor greatsword (if on Reaper) and is not bursty at all.

>

> so it has no role in pvp or pve which is sad an should be changed..

>

>

>

> > @"Anchoku.8142" said:

> > MH dagger needs _some_ sort of purpose. It has been losing importance. It _should_ have dps higher than greatsword because of its lower cleave count and, as a short range weapon, sustain and control effects are crucial.

>

> ^this and in my opinion you missed mobility

>

> so dagger needs

> control

> damage

> mobility

> sustain

>

>

>

 

Mainhand dagger is the weapon for support scourge for PvE

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> @"Rhyse.8179" said:

> +1 for making it a mobility weapon. Necro badly needs one, and the old justification of necro being harder to kill therefore needs low mobility no longer applies. Dagger has no distinct role and this would give it one.

 

It's not going to happen. Necro will only get the mobility that people are asking for on an elite spec.

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I think daggers are fine for damage. I think they need a different identity. Greatsword is the best melee cleave, axe/focus is the best single target burst. I do not see which weapon is best for lifesteal. I think Daggers fit there. I think Dagger mainhand should be shroud charge and lifesteal oriented, while offhand dagger should be condition reflection and lifesteal oriented. It would not take much and the skill could stay the same in name/animation.

 

It would just be something like adding in the vampiric trait to the auto attack chain, adding "Up to 10% of Shroud" to the Dagger 2, a huge life gain and shroud charge off Dagger 3, Dagger 4 gaining life for each condition transferred, and Dagger 5 granting us (not the party: Us) Resistance for each enemy hit. Then Dag/Dag becomes an amazing spec for dueling players, a great self sustain spec if you wanted to tank in raids, and just a generally more fun build to play around with.

 

As it is now, I tried D/X and it really just felt like "Why not greatsword?" and I have an ascend Dag vs my Exotic Gs. Gs parses higher damage always.

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> @"StabbersTheThird.6053" said:

> ...

> It would just be something like adding in the vampiric trait to the auto attack chain, adding "Up to 10% of Shroud" to the Dagger 2, a huge life gain and shroud charge off Dagger 3, Dagger 4 gaining life for each condition transferred, and Dagger 5 granting us (not the party: Us) Resistance for each enemy hit. Then Dag/Dag becomes an amazing spec for dueling players, a great self sustain spec if you wanted to tank in raids, and just a generally more fun build to play around with.

>

> As it is now, I tried D/X and it really just felt like "Why not greatsword?" and I have an ascend Dag vs my Exotic Gs. Gs parses higher damage always.

 

DD set would still severely lack damage and controleffects and it still wouldnt be able to counterpressure enemies in melee range so how could it even be a good duelist??

the 5k healing every 10s aint gonna make up for this

 

(edited spelling mistakes)

 

 

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