Trying in any way possible to make the bladedancer’s skill “Dancing Strikes” to work, however due to the nature of the skill, which is single attacks which do not scale with attack speed, instead you get 1/3 scaling increase of flat damage increase per attack speed.
This means that the numbers coming out of dancing strike on its own are just incredible thrash. Even when buffing yourself with as much things as possible and trying the “viper enhanced” attacks you deal barely any damage with this. It seems that this skill’s function is only to keep rhythm stacks up for other skills (which then trigger shadow blade in most cases), or to provide a fighting arena so that lethal mirage can actually deal some damage inside of that.
The whole skill tree as such feels lackluster due to the failed scaling built in. As a solution, I’d like to offer a couple of suggestions. Obviously the numbers on these aren’t 100% worked out, as we have little information to actual numbers under the hood. So if the numbers seem somewhat off, try to look for the idea behind the numbers, instead of focusing purely on the numbers.
- The skill hits like a wet noodle, has mediocre dexterity scaling, scales horrible (1/3) with attack speed, and the base damage is almost none existent. The only way to make this whole skill do some damage is when it inevitably procs shadow dagger through the investment of 5 skill points. This doesn’t really make dancing strikes any better, it’s simply a testament to how broken shadow dagger is at the moment.
No matter how much you focus on making this skill to do any damage, it is 100% a support skill that ends up moving you into places you’d rather not be. This is the bladedancer’s baseline skill, as such, it should have some oomph to it. Even if you spec into flow (passive investment) and somehow get 100% critical hit chance on hit (which you have to get through items or passives, because the skill tree provides nothing), it deals horrible damage. Simple suggestion to add crit scaling into this, allow it to double dip into crit mult somehow, or strongly increase the flat damage, and please, please improve the attack speed scaling. - Build in scaling for “on hit effects” into the core of the skill based on attack speed. This alone will make this a lot more fun to play around with. The formula doesn’t need to be 1-to-1 scaling, but increased attack speed should increase the chance of procs of this skill, since the attacks per seconds are almost static for this skill. Overall: more attack speed should mean more on-hit effects, including this skill, it even has on-hit chance skills built into the skill tree.
- Poison and bleed scaling are horrible, mostly in part due to the above point in regards to on-hit abilities. To increase the viability of the poison build, I would suggest to modify the silent death’s node to simply add +100% poison chance for dancing strikes and swap the damage type from dancing strikes to poison, and make physical shred within the tree become poison shred. In regards to the bleeds, my point was made in the previous post, currently it just serves as a way to buff lethal mirage’s bleeds when you use that to actually do some damage.
- Shadow daggers being a 1 point wonder: making every attack apply a stack of shadow dagger. And then throwing knives has a super weird 30% chance to apply throwing stars on a second and fourth hit. I’d much rather have this scale with attack speed as well, so it’s possible to get to 100%, or simply make it so that this has a guaranteed proc of throwing stars, but only comes out on the 4th attack.
That’s all, I’d love to love dancing strikes, but right now it’s such a 100% filler move that most of the time could be time better spent running around avoiding attacks that it’s a bit sad.
Something that has this great set of visual, which should be the “baseline” skill for rogues, but ends up being a wet noodle both in terms of straight up damage and chance to apply is very lackluster imho.
edit: fixes grammar and actually wrote sentences