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Finally some news for Necro Main-Dagger but..


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8 hours ago, Dadnir.5038 said:

Reaper is supposed to be a melee bruiser.

What exactly does this mean? If its supposed to be tanky then it sucks at it since it lacks sustain and active defences. Almost every other build does this better.

It is ok at one thing. Facerolling half afk through story content. Every class has a build that does that while also having good power builds for other content.

Edited by Nephalem.8921
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13 minutes ago, Nephalem.8921 said:

What exactly does this mean? If its supposed to be tanky than it sucks at it since it lacks sustain and active defences. Almost every other build does this better.

It is ok at one thing. Facerolling half afk through story content. Every class has a build that does that while also having good power builds for other content.

I'm not sure what you mean, if you're not tanky as a reaper it's that your build and way to play it is wrong.

Among all necromancer's e-specs there is no spec that even come close to reaper when it come to damage reduction (Weakness and protection are a given as a necromancer while "Rise!" and infusing terror push the damage reduction even further. If you want it you can even get Frost aura) and it's sustain is extremly decent (You got 3 whole traits dedicated for that while the core necromancer's traitline aren't push over either when it come to sustain).

Let's be clearer, a Reaper can easily keep up 60% damage reduction (small scale fight) and reduce 84% incoming damage while in shroud. And that is before taking weakness into account which would result in an average of 25% damage reduction so going up to an average of 89% damage reduction. (And food in PvE/WvW can push this even further).

I don't think I need to point you out that Reaper also have access to lasting AoE that periodically apply blind which are now on pretty low CD.

Yes, this is the face of the reaper that you do not want to look at, this is why it is a "bruiser" and not a "DPS" despite all that seem to lead you to understand it as such.

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4 hours ago, Nephalem.8921 said:

What exactly does this mean? If its supposed to be tanky than it sucks at it since it lacks sustain and active defences. Almost every other build does this better.

It is ok at one thing. Facerolling half afk through story content. Every class has a build that does that while also having good power builds for other content.

Reaper has good sustain (if you build correctly) and passive defenses Just not great damage which would be fine if it had utility which most people are clamoring about since guild wars 2 is one of the few mmos where tanking isn't really a thing. Then within raids where you need to go full glass cannon then your offense is negated by your source of defense when hit which makes you NOT a bruiser but a semi-tank that protect anyone.

Edited by Dr Meta.3158
Edited for clarity for the less informed.
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Reaper is a peelmancer every skill is to gain a kill on peel. Its whole goal is to focus who is being focused like a support but instead of heals it offers chills fears and pump. It is diffrent to old core necro as it could not handle focus but core could handle focus because it has the chills and fears but also the boon rip currupt making the focus weaker so it can peel for peel with a support playing within and around the node. But reaper does not gel to well with node peel for peel so has to play a roaming style thats why it gelled well with tempest as tempest can not bunker node  as a support role so its effectiveness with support was buffing dps in few second windows allowing them to get that kill and and it was better roaming.

Grd resets u to carry on in a fight and ele buffs you to counter punch.

This is all in a pvp mindset tho as thats all i play but the wh buffs where good actually as what reaper lacked was def outside of ds and wh just with its unblockable fear gives you that window to live, it was not taken be4  because u had to take blood but now u keep spite and get wh u loose dps yes with not playing focus but reapers burst was always its ds and weapon set was always ment to be for building ds and staying alive outside of it. Shout reaper a/wh staff is stronger than be4. It probley now one of the strongest duos to have for a support because it dont just offer pump but it can counter peel for the support peeling for him. It always will gel well with any roaming dps as reaper opens kill windows like core used to for pump classes to go to town and every skill reaper has helps the 2nd dps live and kill. Reaper is a peelmancer and once it finds its perfics gel parner that plays the map with it its always going to do well.

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7 hours ago, Dadnir.5038 said:

I'm not sure what you mean, if you're not tanky as a reaper it's that your build and way to play it is wrong.

Among all necromancer's e-specs there is no spec that even come close to reaper when it come to damage reduction (Weakness and protection are a given as a necromancer while "Rise!" and infusing terror push the damage reduction even further. If you want it you can even get Frost aura) and it's sustain is extremly decent (You got 3 whole traits dedicated for that while the core necromancer's traitline aren't push over either when it come to sustain).

Let's be clearer, a Reaper can easily keep up 60% damage reduction (small scale fight) and reduce 84% incoming damage while in shroud. And that is before taking weakness into account which would result in an average of 25% damage reduction so going up to an average of 89% damage reduction. (And food in PvE/WvW can push this even further).

I don't think I need to point you out that Reaper also have access to lasting AoE that periodically apply blind which are now on pretty low CD.

Yes, this is the face of the reaper that you do not want to look at, this is why it is a "bruiser" and not a "DPS" despite all that seem to lead you to understand it as such.

Weakness has no effect on bosses.
Blind has no effect on bosses.
Protection is provided by supports in a group.
Bosses deal percentage damage with dangerous attacks.
Bruiser has no purpose on bosses.
Active defences give 100% dmg reduction! That is even better. Reaper has dodge, that is it.
Using shroud to absorb hits tanks your dps.

Its sustain is not decent. Holo, spellbreaker, cata beat it easily while having competetive dps builds.

All things you describe help only vs open world and story content which is faceroll easy. It does not apply to group content. This is the reality you do not want to look at.

A lot of builds can solo legendary bounties and have an easier time with it than reaper.

 

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5 minutes ago, Nephalem.8921 said:

Weakness has no effect on bosses.
Blind has no effect on bosses.
Protection is provided by supports in a group.
Bosses deal percentage damage with dangerous attacks.
Bruiser has no purpose on bosses.
Active defences give 100% dmg reduction! That is even better. Reaper has dodge, that is it.
Using shroud to absorb hits tanks your dps.

Its sustain is not decent. Holo, spellbreaker, cata beat it easily while having competetive dps builds.

All things you describe help only vs open world and story content which is faceroll easy. It does not apply to group content. This is the reality you do not want to look at.

A lot of builds can solo legendary bounties and have an easier time with it than reaper.

 

You articulated your point nicely with facts, but i will bluntly disregard everything in favor of my feelings because i feel like being green is such a nice vibe and you mean toxic elitist trying to make reaper compete with other classes is so uncalled for and we can't handle that. Reaper is already op for winterberry farming what more do you want1! 1!!1!

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3 hours ago, Strider.7849 said:

What kind of build would make use of the dagger changes? The only thing I could think of was a full glass cannon reaper, to be able to re-enter shroud more rapidly/reliably.

Honestly, Mainhand dagger is a tank weapon, and actually a pretty good one.  The problem is that Necro doesn't have any support for being a tank.

Edited by Drarnor Kunoram.5180
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7 hours ago, Nephalem.8921 said:

Weakness has no effect on bosses.
Blind has no effect on bosses.
Protection is provided by supports in a group.
Bosses deal percentage damage with dangerous attacks.
Bruiser has no purpose on bosses.
Active defences give 100% dmg reduction! That is even better. Reaper has dodge, that is it.
Using shroud to absorb hits tanks your dps.

Its sustain is not decent. Holo, spellbreaker, cata beat it easily while having competetive dps builds.

All things you describe help only vs open world and story content which is faceroll easy. It does not apply to group content. This is the reality you do not want to look at.

A lot of builds can solo legendary bounties and have an easier time with it than reaper.

 

Just because you believe Reaper features do not apply to group content does not mean Reaper doesn't have value to people that play it in whatever modes they do so. The assessment that Dadnir provides is reasonable and correct. Whether that is useful in group content or not wasn't (and never will be) the question. 

But it's getting interesting to me that as Anet provides Reaper with increasingly relevant DPS and toolset, meta players still see it as a detriment to using it in groups. Probably has something to do with the fact that the problem with Reaper in instanced content groups had nothing to do with it's DPS to begin with🤔

Edited by Obtena.7952
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37 minutes ago, Obtena.7952 said:

Just because you believe Reaper features do not apply to group content does not mean Reaper doesn't have value to people that play it in whatever modes they do so. The assessment that Dadnir provides is reasonable and correct. Whether that is useful in group content or not wasn't (and never will be) the question. 

But it's getting interesting to me that as Anet provides Reaper with increasingly relevant DPS and toolset, meta players still see it as a detriment to using it in groups. Probably has something to do with the fact that the problem with Reaper in instanced content groups had nothing to do with it's DPS to begin with🤔

Well but that's just what YOU think, you surely don't speak for everyone and Anet. I do believe that Anet specifically designed reaper to be able to make coffee, that's why it's considered an op bruiser, you have to withstand the high temperature to boil the water ofc. This is furthermore confirmed by the fact that shroud 4 spins and grinds with his big dps the coffee beans to give you the best coffee powder that you could ever get. THESE are the actual tools of reaper and you should get your facts straight first, checkmate you elitist! 

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13 minutes ago, Parpage.9867 said:

Well but that's just what YOU think,

Hold on ... it's not about what I think. It's what you can see from how the game works. Did I miss something or is Reaper still not competitive DPS for teaming? If they are, why is the person I replied to complaining about Reaper toolset not relevant to team content?

Again, the game we play is all the same. Dadnir was not incorrect about the value Reaper has to someone looking for a sustainable build. Just because someone doesn't see the value of that for team content doesn't mean it's not true. 

Edited by Obtena.7952
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On 2/17/2023 at 1:12 AM, Obtena.7952 said:

Just because you believe Reaper features do not apply to group content does not mean Reaper doesn't have value to people that play it in whatever modes they do so. The assessment that Dadnir provides is reasonable and correct. Whether that is useful in group content or not wasn't (and never will be) the question. 

But it's getting interesting to me that as Anet provides Reaper with increasingly relevant DPS and toolset, meta players still see it as a detriment to using it in groups. Probably has something to do with the fact that the problem with Reaper in instanced content groups had nothing to do with it's DPS to begin with🤔

Reaper never had relevant dps. Meta players still see it as a detriment because it still does support level dmg. Always did.

They even removed one of the only useful things it did with the staff buff, the vuln on shroud aa. The latest "buff" was so pointless that it was not even clear if dagger skills are a gain over auto attacks. Yet alone the entire weapon.

Have you tried reaper on the golem? of course not because numbers and facts are toxic but if you would do that you would realize that the reaper bench is actually one of the harder ones to mimic with multiple aftercasts so the majority of players would not even reach that 35k which is already a garbage bench.

Harb isnt that great either. at least its extremely mediocre and has some niche uses unlike reaper. that one is just trash bin material.

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12 hours ago, Nephalem.8921 said:

Reaper never had relevant dps. Meta players still see it as a detriment because it still does support level dmg. Always did.

They even removed one of the only useful things it did with the staff buff, the vuln on shroud aa. The latest "buff" was so pointless that it was not even clear if dagger skills are a gain over auto attacks. Yet alone the entire weapon.

Have you tried reaper on the golem? of course not because numbers and facts are toxic but if you would do that you would realize that the reaper bench is actually one of the harder ones to mimic with multiple aftercasts so the majority of players would not even reach that 35k which is already a garbage bench.

Harb isnt that great either. at least its extremely mediocre and has some niche uses unlike reaper. that one is just trash bin material.

Yeah OK. I mean, I'm not really going to disagree with anything you said here. I'm just not sure why you are replying to me with this. Reaper has value to people, even if it's not the value you think it should have. 

Edited by Obtena.7952
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On 2/16/2023 at 5:34 PM, Nephalem.8921 said:

Weakness has no effect on bosses.
Blind has no effect on bosses.
Protection is provided by supports in a group.
Bosses deal percentage damage with dangerous attacks.
Bruiser has no purpose on bosses.
Active defences give 100% dmg reduction! That is even better. Reaper has dodge, that is it.
Using shroud to absorb hits tanks your dps.

Its sustain is not decent. Holo, spellbreaker, cata beat it easily while having competetive dps builds.

All things you describe help only vs open world and story content which is faceroll easy. It does not apply to group content. This is the reality you do not want to look at.

A lot of builds can solo legendary bounties and have an easier time with it than reaper.

The game, and especially professions, are designed and balanced with PvP in mind first and foremost. If anything the necromancer is designed solely around what it can/could do in comeptitive mode (and it's the same for reaper). All it's tools are meant to be balanced and effectives for competitive modes. Yes it's frustrating, but that's how it is and how it's been since 2012.

Yes, we already knew in 2012 that tanking a hit with health point was worse that nullifying it with a block or an evade.

Yes, necromancer drawing conditions to himself and sending them back have never been very interesting in PvE.

Yes, having a lot of boon conversion tools against opponent that don't rely on boons is pointless more often than not.

Yes, having scarce amount of stability is a handicap against PvE mechanics.

Yes, damage sources that can't critically hit are insignificant in a gamemode where a critical hit can easily deal 6 time it's base damage.

This is the necromancer. This is how it is designed. This is the hand you've been dealt with and that you had to play with since 2012.

You say it yourself in other post, "reaper have never had damage output befitting of a 'DPS' ". That is because he isn't. Sure, he doesn't satisfy your requirement for a "bruiser" based on other profession's bruiser but other profession don't have a similar design to the necromancer. Other professions don't use health point as their main source of survivability, they use block and evade by design. Other professions favor strengthening themselve over debilitating their opponents. Other professions heal instead of giving them barrier or trying to suck the life out of their opponent.

Whether you like it or not gaining life force is sustain, regen is sustain, life siphon are sustain, gaining life/life force upon granting yourself a boon is sustain, gaining part of your damage as health is sustain, reducing the rate at which your opponent can use skills is sustain, reducing incoming damage is sustain, having a trait that allow you to ignore the need for precision on your gear so that you can have a defensive stat like vitality or toughness instead is sustain... etc.

Out of the 11 traits of reaper, 7 provide you with a form of sustain. Out of the 6 shouts of reaper, 5 provide you with a form of sustain. Out of the 8 skills of reaper shroud, 5 provide you with a form of sustain. Out of the 7 skills of great sword, 6 provide you with a form of sustain. The superior runes of the reaper provide you with toughness and chill output, 2 form of sustain.

Does all of this scream "DPS" to you? To me it sure doesn't. The Reaper shroud push both your survivability and damages output. Yes, it come at a cost, it come at the cost of reaper not being a "DPS" spec. This is why many of us fought to get necromancer's e-specs that don't have shrouds that use life force as a health point shield. We do want "DPS" specs and not "bruiser" specs. We do not want other people to say "You're able to last longer in the fight because of your insane amount of health point so it's natural that you don't have as much damage output as us!". We want to play "fair" and Reaper's design don't make it a suitable spec for that.

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2 hours ago, Dadnir.5038 said:

The game, and especially professions, are designed and balanced with PvP in mind first and foremost. If anything the necromancer is designed solely around what it can/could do in comeptitive mode (and it's the same for reaper). All it's tools are meant to be balanced and effectives for competitive modes. Yes it's frustrating, but that's how it is and how it's been since 2012.

Yes, we already knew in 2012 that tanking a hit with health point was worse that nullifying it with a block or an evade.

Yes, necromancer drawing conditions to himself and sending them back have never been very interesting in PvE.

Yes, having a lot of boon conversion tools against opponent that don't rely on boons is pointless more often than not.

Yes, having scarce amount of stability is a handicap against PvE mechanics.

Yes, damage sources that can't critically hit are insignificant in a gamemode where a critical hit can easily deal 6 time it's base damage.

This is the necromancer. This is how it is designed. This is the hand you've been dealt with and that you had to play with since 2012.

You say it yourself in other post, "reaper have never had damage output befitting of a 'DPS' ". That is because he isn't. Sure, he doesn't satisfy your requirement for a "bruiser" based on other profession's bruiser but other profession don't have a similar design to the necromancer. Other professions don't use health point as their main source of survivability, they use block and evade by design. Other professions favor strengthening themselve over debilitating their opponents. Other professions heal instead of giving them barrier or trying to suck the life out of their opponent.

Whether you like it or not gaining life force is sustain, regen is sustain, life siphon are sustain, gaining life/life force upon granting yourself a boon is sustain, gaining part of your damage as health is sustain, reducing the rate at which your opponent can use skills is sustain, reducing incoming damage is sustain, having a trait that allow you to ignore the need for precision on your gear so that you can have a defensive stat like vitality or toughness instead is sustain... etc.

Out of the 11 traits of reaper, 7 provide you with a form of sustain. Out of the 6 shouts of reaper, 5 provide you with a form of sustain. Out of the 8 skills of reaper shroud, 5 provide you with a form of sustain. Out of the 7 skills of great sword, 6 provide you with a form of sustain. The superior runes of the reaper provide you with toughness and chill output, 2 form of sustain.

Does all of this scream "DPS" to you? To me it sure doesn't. The Reaper shroud push both your survivability and damages output. Yes, it come at a cost, it come at the cost of reaper not being a "DPS" spec. This is why many of us fought to get necromancer's e-specs that don't have shrouds that use life force as a health point shield. We do want "DPS" specs and not "bruiser" specs. We do not want other people to say "You're able to last longer in the fight because of your insane amount of health point so it's natural that you don't have as much damage output as us!". We want to play "fair" and Reaper's design don't make it a suitable spec for that.

I blame Shroud focus in general. 

 

In terms of Necro flavour, Reaper is the most Necro in terms of aesthetic and gameplay. I think the issue really is the whole "Shroud Knight" design which kills its DPS. 

 

The moment you step out of Shroud, you enter a world of sad. But if you camp Shroud, your DPS is sad anyway. 

 

What Reaper needs is something for out of shroud that is designed for it. Something like Specter's Shadow Shroud dump, but DPS focused, so they do a spike of damage coming out of Shroud and their off shroud weapon rotations build Life Force for a more efficient usage.

 

In a perfect world, time and life force spent in Reaper Shroud would be utilized 100% for damage, but sadly that's not a reality. 

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6 hours ago, Dadnir.5038 said:

The game, and especially professions, are designed and balanced with PvP in mind first and foremost. If anything the necromancer is designed solely around what it can/could do in comeptitive mode (and it's the same for reaper). All it's tools are meant to be balanced and effectives for competitive modes. Yes it's frustrating, but that's how it is and how it's been since 2012.

Yes, we already knew in 2012 that tanking a hit with health point was worse that nullifying it with a block or an evade.

Yes, necromancer drawing conditions to himself and sending them back have never been very interesting in PvE.

Yes, having a lot of boon conversion tools against opponent that don't rely on boons is pointless more often than not.

Yes, having scarce amount of stability is a handicap against PvE mechanics.

Yes, damage sources that can't critically hit are insignificant in a gamemode where a critical hit can easily deal 6 time it's base damage.

This is the necromancer. This is how it is designed. This is the hand you've been dealt with and that you had to play with since 2012.

You say it yourself in other post, "reaper have never had damage output befitting of a 'DPS' ". That is because he isn't. Sure, he doesn't satisfy your requirement for a "bruiser" based on other profession's bruiser but other profession don't have a similar design to the necromancer. Other professions don't use health point as their main source of survivability, they use block and evade by design. Other professions favor strengthening themselve over debilitating their opponents. Other professions heal instead of giving them barrier or trying to suck the life out of their opponent.

Whether you like it or not gaining life force is sustain, regen is sustain, life siphon are sustain, gaining life/life force upon granting yourself a boon is sustain, gaining part of your damage as health is sustain, reducing the rate at which your opponent can use skills is sustain, reducing incoming damage is sustain, having a trait that allow you to ignore the need for precision on your gear so that you can have a defensive stat like vitality or toughness instead is sustain... etc.

Out of the 11 traits of reaper, 7 provide you with a form of sustain. Out of the 6 shouts of reaper, 5 provide you with a form of sustain. Out of the 8 skills of reaper shroud, 5 provide you with a form of sustain. Out of the 7 skills of great sword, 6 provide you with a form of sustain. The superior runes of the reaper provide you with toughness and chill output, 2 form of sustain.

Does all of this scream "DPS" to you? To me it sure doesn't. The Reaper shroud push both your survivability and damages output. Yes, it come at a cost, it come at the cost of reaper not being a "DPS" spec. This is why many of us fought to get necromancer's e-specs that don't have shrouds that use life force as a health point shield. We do want "DPS" specs and not "bruiser" specs. We do not want other people to say "You're able to last longer in the fight because of your insane amount of health point so it's natural that you don't have as much damage output as us!". We want to play "fair" and Reaper's design don't make it a suitable spec for that.

This are a lot of words for the "ackchyually reaper has 2 healthbars!" argument. This was disproven multiple times already. The 2nd healthbar provides significantly less sustain than a lot of other builds. Souleater does not work in shroud either. Scrapper has a true 2nd healthbar with barrier and is much more bruiser than reaper but does competetive dps. why?

Listing chill as sustain has to be pure troll. Necro offhands did strike damage on release. It was changed to fix the lack of sustain but destroyed power even more.

Pvp skill splits exist. Yes it was designed like this and whoever designed it in 2012 should never work in the industry again. It released without any cleaving auto attack besides piercing staff aa. It was designed with only pvp in mind. Its dps rotation was dagger aa, wh5 + wells. But other specs had garbage design too. Mesmer could not really use shatters in pve until mid hot. Other specs got fixed, why not necro?

 

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  • 3 weeks later...

IMO I'd prefer it if dagger could revolve more around lifesteal. Either give the AA lifestealing properties, or replace the AA with Life Siphon. Dagger has its roots in Blood Magic and I'd love to see it more as a support-ish weapon, like many other classes have. Give dagger more lifesteal, access to (group) regeneration, maybe even barrier. Make it the one weapon that necro can use besides their big damage weapon to keep themselves alive and juiced up on LF, that'd be amazing. Also please buff blood bond so the required bleeding stacks align with the amount of bleed that Dark Pact provides. Especially for power builds it's a pain in the charr-tail to figure out a way to apply just enough bleeding stacks. Harbinger builds that focus on torment also can have trouble getting the bleed requirement if they don't run scepter. Or alternative idea, make Dark Pact directly apply stacks of vampiric marks and make it so that the lifesteal damage and heal that allies receive use the necro's stats, so that necro's can then spec into lifestealing and get a supportive build that way. It'd be unique, flavourful and fit within the theme of necromancer. Hell, just make it so all attacks on the dagger apply vampiric marks and then rework Quickening Thirst to focus on vampiric marks applied instead of health.

I'll also mention Warhorn here since that weapon also has a trait in Blood magic. Right now dagger + warhorn is reasonably okay, but it could use a bit of an update imo. I really liked the change from wail of doom to now apply a fear since that's great for theorycrafting and synergy with other traits, but I feel locust swam is being left behind quite a bit. An easy fix for now would be to omega buff the lifestealing on it, but ultimately it'd be cooler if it did something more interesting.

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  • 2 months later...

to be honest, a simple but significant buff would be to make the main-hand dagger a mobility weapon. so keep the function of the skills themselves, but make skills 2 and 3 mobile.

2 charges, count recharge is 10s, deathly travel: leap towards your targets, periodically damaging them along your travel. the skill dazes at the start of the leap. 3 targets + 5% life force.
you can still siphon health along your travel, do more damage if your enemy is bleeding, and heal for more while you're bleeding.
drain your enemy's endurance (25 endurance) if the final strike hits them.

this would be useless admittedly in PvE because enemies don't use endurance (they just use evade skills). 

15s cooldown, dark pact: cling to your foe (i.e., teleport), evading their attacks while you damage them. immobilize and bleed them. gain life force for each boon removed. (evade for 2 seconds.) 5% life force.

 

Edited by mirage.8046
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50 minutes ago, mirage.8046 said:

to be honest, a simple but significant buff would be to make the main-hand dagger a mobility weapon. so keep the function of the skills themselves, but make skills 2 and 3 mobile.

2 charges, count recharge is 10s, deathly travel: leap towards your targets, periodically damaging them along your travel. the skill dazes at the start of the leap. 3 targets + 5% life force.
you can still siphon health along your travel, do more damage if your enemy is bleeding, and heal for more while you're bleeding.
drain your enemy's endurance (25 endurance) if the final strike hits them.

this would be useless admittedly in PvE because enemies don't use endurance (they just use evade skills). 

15s cooldown, dark pact: cling to your foe (i.e., teleport), evading their attacks while you damage them. immobilize and bleed them. gain life force for each boon removed. (evade for 2 seconds.) 5% life force.

 

Interesting changes. I agree, dagger would function better as a mobility/support weapon. It will never do enough damage to be a power dps weapon.

I do think 2 mobility skills on a main hand weapon is a bit much. Life Siphon already functions pretty well I think it should heal allies though. Dark Pact could be a ranged immob with a flip over teleport like you say.

I would like to see more mobility spread across the other weapons rather than loaded on a single weapon. Focus 4 could be a copy of Shroud 2 and it would be a much better weapon. Staff 5 could be a ranged teleport that drops a mark where you land. Dagger 4 could function much like ele dagger in Ride the Lightning. You turn into a swarm blinding and transfering condis to enemies in the path.

These changes would provide enough mobility for necro to be less reliant on a support and open up other utility skills besides spectral walk and flesh wurm. 

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1 hour ago, Zex Anthon.8673 said:

Interesting changes. I agree, dagger would function better as a mobility/support weapon. It will never do enough damage to be a power dps weapon.

I do think 2 mobility skills on a main hand weapon is a bit much. Life Siphon already functions pretty well I think it should heal allies though. Dark Pact could be a ranged immob with a flip over teleport like you say.

I would like to see more mobility spread across the other weapons rather than loaded on a single weapon. Focus 4 could be a copy of Shroud 2 and it would be a much better weapon. Staff 5 could be a ranged teleport that drops a mark where you land. Dagger 4 could function much like ele dagger in Ride the Lightning. You turn into a swarm blinding and transfering condis to enemies in the path.

These changes would provide enough mobility for necro to be less reliant on a support and open up other utility skills besides spectral walk and flesh wurm. 

I will admit, my changes would make main-hand dagger quite a hot pick (first choice even?) over every other weapon. So yeah, it would be great to spread the mobility to other weapons.
Funnily enough, I did have an idea of focus 5 to teleport to someone—it felt kind of thematic for what it already does. Dagger 4 would be so cool if it acted like ride the lightning! Even staff 5 would be great with a teleport. Heck, I would even have greatsword 2 have an evade, or greatsword 3 have a short gap closer. Whatever it takes to open up more engaging or disengaging besides spectral walk and flesh wurm.

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