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Sword-Wielding Necromancers Are Gluttons for Punishment


Rubi Bayer.8493

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Three thoughts from this:

 

1. This weapon looks fun as heck.

2. The weapons will be useless for Scourge and Harbinger unless they add traits that work with Power damage.

3. The Swords look to be completely destroying Dagger as life stealing power weapons, Greatsword for Power cleave, and Axe for power ranged.

A rare triple whammy.

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3 minutes ago, Roadkizzle.2157 said:

2. The weapons will be useless for Scourge and Harbinger unless they add traits that work with Power damage

Harbinger has power traits through the whole line. Pick the top choice on all traits in the Harb line, though I do still prefer the quickness GM trait over the +240 power one.

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6 minutes ago, Roadkizzle.2157 said:

Three thoughts from this:

 

1. This weapon looks fun as heck.

2. The weapons will be useless for Scourge and Harbinger unless they add traits that work with Power damage.

3. The Swords look to be completely destroying Dagger as life stealing power weapons, Greatsword for Power cleave, and Axe for power ranged.

A rare triple whammy.

Only weapons, no traits.

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I LOVE BOTH SWORDS!

And the theme is quite cool as well. Might be time for a slight rework to both dagger and staff to make them the group healing/support weapons now that swords provide ranged strike damage and self-healing. Reaper's gonna be scary, but hopefully the swords bring good numbers to have them on Harbinger as well, specially since they fit with the ranged playstyle of harb.

Kudos for the aesthetics, the theme and the choice of role Anet!

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i'm wondering if all of the skills (2-5) will have secondary casts, that's how it seems to read.

I also wonder if it is life steal effect as currently in the game (where the damage scales with power and the healing scales with healing power) or if it is a percentage of damage dealt (thief invigorating precision, spellbreaker off hand dagger trait, and the new ranger buff)

Edited by Crey.5263
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So... a-net kinda cheated their way into having the cake and eating it too..

Swords functionality seems to bend official necro rulebook (like having two dashes on a non-repear exclusive skill), but asides from that it's bit of same old.
Swords or no swords, power necros never struggled with stealing health or generating lifeforce. It's both vulnerability to cc and condi pressure that they had to struggle with and i don't see swords changing that.

From my point of view we're basically looking at "Power Reaper +" option. Some ranged damage, much better at chasing/sticking to targets (two new dashes).
Unless these swords have some good chill/blind options (for condi reapers) they'll be power build exclusives and 95% of the time for reapers only.
Since rarely any other necro spec will want to into enemy's face given how poor our stab access is.

We need to learn more about rest of sword's kit and if it's in any way synergetic with condi builds or provides any form of defense allowing non-reapers to go into enemy's face and not spend next 10s cc'd on the floor...

 

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6 minutes ago, psizone.8437 said:

I got the opposite vibe from the video. It shows the necro at range the whole time except for the leap.

I agree there were a lot of ranged particle effects in that video for it to be a melee weapon.

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I like that it's ranged. It's reminiscent of how necro dagger is. For what the weapons will be best suited for, I don't know. From what is written, it seems to be a selfish weapon and doesn't give support to others like most of the other new weapons introduced so far.

I don't think it's as cool as mesmer portal rifle or guardian pistols but it's better than the others. I'd put it up there with ranger maces.

The least exciting weapons I think are the engi shortbow and ele pistol.

 

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