KukoDane.1327 Posted February 4 Share Posted February 4 I am having a hard time believing these changes to dagger has any real weight to change how much or little rather, it is currently used. In this article I will go around my experience as a Necro main who have been trying several builds with this weapon as a main hand weapon, compare it to the other necromancer Power weapons and compare the Necro-Main-Dagger to other classes with daggers. And I will finish with an idea for changes which would make it worth its while to use. Firstly, the current Necro-Main-Dagger, with the trait taken into account. It is below anyother necromancer weapon you can wield in ANY and all aspects, and these are the following reasons. 1: The dagger skills are too bizar, with an auto-attack range of 130 and 2nd & 3rd skill being 600. It makes little to no sense that you have to stand almost inside your enemies to generate lifeforce but your "real" skills which comes at a medium range have strange utility which HAS NOT BEEN UPDATED in years. (Will talk more about it later in the comparison section) 2: The 2nd & 3rd skill themselves are poorly made even with the upcoming 14th Feb patch. As their current fault are as followed; 2nd skill: Life Siphon is a channeled ability at medium range which can easily be interrupted as the necromancer does not have many ways to proc proper stability. 3rd skill: Dark Pact should be awesome with the insane immobilize time but any condition removal would negate this and its easy to negate as the weapon Dagger/offhand can only be used as a power build, and does not make that many conditions on the enemy for them to not remove it with a single condition cleanse of 1. Boon removal is always sweet for any fight, being it boons on bosses or enemy players. All in all, its a strange weak and never changed weapon-skill set which needs and entire overhaul, especially as I now will talk about the other options the necromancer has for weapons in this Necro-Main-Dagger category. The trait is somewhat lacking as its mostly a speedboost and the cooldown is only proc'ed IF you have above 75% health, which means you can have downtime on the cooldown reduction. Necromancer weapons that outperform Dagger-Main-Hand. (Reminder that I compare these weapons WITH traits which they benefit from in the builds) Axe: As for Power based weapons, we have the lovely Axe with ALOT of damage, boon removal in AoE with almost same cooldown and 5 seconds cripple AND if the enemy is low, a small burst ability triggers. Good condition Rendering with Rending Claws at a 900 range, good power damage and 2nd skill Ghastly Claws which is a beast for 25stack vulnerability bosses compared to the Life Siphon of the dagger. Less "survival" but almost same cooldown a lot more utility and damage. Scepter: For conditions builds, the scepter is decent, again we have a weapon which removes boons, and even extremely benefit from it as not only, do you remove 3 boons, you actually convert them to their own counterpart as conditions, AND for each boon corrupted this way, apply one stack torment. Along with decent lifeforce generation and the 2nd skill Grasping dead which cripples for 10 seconds with the trait active, and this Lingering Curse trait is among the best in the game, as it Increases condition damage with 200 flat, and increases duration of your scepter skills with 50% and upgrades your 3rd skill to what I descriped above, you are SET for a condition build in the Curses traitline which heavily increases your crit chance.Staff: Great utility weapon, used mostly for part AoE Fear, Part AoE condi clear and bleed/poison/chill AoE, with decent Lifeforce generation. Good for player vs player matches. Greatsword: As the Reaper elite spec, you can wield the Greatsword for HUGE AoE damage which is so easy to maintain that it should be illegal. This weapon has good power, good AoE, is able to apply Vulnerability, Blind/Cripple & Chilled, got good lifeforce generation with the last patch it got AND Gravedigger which is insanely strong. And this weapon dont even have a trait that buffs it.. Necromancer dagger compared to other classes using dagger. Elementalist Dagger Main: As for the elementalist, Dagger mainhand is a closecombat viable weapon (outperformed by scepter since scepter got the speed buff) BUT the dagger for elementalist is extremely versatile as the elementalist can switch elements and therefor use four different weapon sets with a small cooldown window. The elementalist as a dagger user gets to benefit from two 600 range gap closers, decent conditions and 600 range auto attacks from Water and crowd control. Warrior Dagger Main: Dagger for the Spellbreaker Elite spec is actually strong as you get a short 300 range gap closer which 1seconds slows, a daze which functions best if the enemy is using a skill and increased critical damage on auto attacks and might stacking. The trait associated with this gives benefits according to which hand wields the knife, but they are both decent, not great but decent. Ranger Dagger Main: While wielding a dagger for Soulbeast Elite spec, you deal condition damage, its auto attack stacks vulnerability, bleeding, poison and the last 4th hit, all of these conditions. You get a slice and dice ability as your 2nd skill which deals decent condition damage and helps your pet or yourself if Beastmode is on, to inflict poison. You got TWO 400 distance leap, with counts instead of a single cooldown, which also gives you quickness for 3seconds. As for traits, you get a 120 bonus to condition flat, with an additional 120 condition damage if wielding a dagger or torch. Both of these weapons cooldowns are reduced (EXTREMELY STRONG for a middle trait) So a 240 condition damage with 20% reduction in cooldowns. Thief Dagger Main: This is a unique weapon as you can do both power and condition. As Condition, you benefit from the thieves initiative spending with dual daggers using "Death Blossom", making decent bleed stacks, while yielding yourself evading for half a second. This is extremely strong for PvE in experienced players as they got ALOT of dodges lined up. As for Power, you benefit from the trait "Dagger Training" giving a measly 160 power in total. Not great, but the dagger/dagger power build still got the evade from "Death Blossom" and the high physical damage from "Cloak & Dagger" combined with "Heartseeker". Either or, the auto attack is immensely strong with decent power scaling, bleeding & poison & weakness procs and a small endurance gain on 2nd succesful strike. Mesmer Dagger Main: As a Virtuoso Elite spec, you get to wield a ranged magic dagger throw skillset, which is not only cool, but also strong for both Power and Condition builds. Mostly not as the moves themselves apply conditions but from traits and combos. With a whopping 1200 range and being one of the best ranged builds in the game as they still can fight upclose there is really not much to tell about this dagger spec except it got no traits that benefit dagger only. Conclusion of comparison: So meanwhile other classes has great utility as the Ele, extreme damage and range with no weakness as the Mesmer, gap closers and high damage as Ranger, Thief and Warrior. The Necromancer got a 130 range auto attack with small lifeforce generation (but reliable) with an easy to interrupt 2nd skill, and a extremely easy to cleanse 3rd skill, both with 600 range. Many of the other builds has synergy if they can pair their main hand dagger with an offhand dagger as well, Necromancer however, got a power focused (with a strange bleeding for some reason coming on the 14th patch) with a condition offhand dagger which can send off conditions and blind, but also have a decent AoE Bleed. Only the warhorn is any real use for the dagger main necro right now. My Idea for a makeover of the Main Dagger Necro: Conditions! We already have a decent set of weapons which greatly benefit from power but only two proper Condition weapons to the "great condi" class,. one of them which is locked behind the expansion: Harbinger. Granting these things in a balanced way would be beneficial for the Main Dagger Necro. Necrotic Slash/Stab/Bite. Not so much Necrotic but more leeching as its mostly doing lifeforce generation right now. It could be:Necrotic Slash: Apply bleeding for a short duration much like the scepter but with a small increase in duration since its melee (its a kitten slash after all) Melee rangeNecrotic Stab: Apply Torment & Vulnerability, one stack of each. Melee RangeNecrotic Bite: Inflict poison (short duration) & chill (not more than one second) (Makes sense for a bite to fester) Melee RangeNecrotic Siphon (instead of Life Siphon): Low power scaling damage which leeches life but applies conditions on each critical hit. (Randomly between bleeding, poison or torment with different duration timer) Short range of 300. Dark Pact: Inflict Heavy bleeding, Poison and torment on your enemy but at risk at own health, either inflicting half these stacks on one self also or taking 20% of ones current life. High cooldown (Makes sense since the Necromancer was meant to be the "Lets suffer together" class to begin with) Short range of 400. With a change to the Quickening Thirst trait: Gain 5% increased damage against Bleeding foes. Dagger skills which critical hit, apply one stack of bleeding (We are playing a necromantic sacrificial dagger build after all) Thanks for reading if you managed, hope to hear your thoughts about Necromancer dagger in general and feedback on my ideas. 2 2 9 Link to comment Share on other sites More sharing options...
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