Thematically Jelkhor’s Blast Knive seem more fitting for a blade dancer then marksman. To make that feasible, Detonating arrow would need to be able to be unlocked as blade dancer. This would be possible by switching the unlock requirements of Detonating arrow and Multishot.
On the other hand this might be a bit to strong currently, so some balancing might be required.
Jelkhor’s is intended for one thing, and one thing only: to enable the DA-MM meme build. If it wasn’t for that build, MM would be dead as a mastery.
If Jelkhor’s is the only thing making marksman playable, maybe that does not mean Jelkhor’s needs to stay as it is, but marksman needs a rework altogether. Uniques and masteries should not be that dependent on each other. And masteries should have more then 1 viable build.
Flavour text:
Jelkhor was once the greatest archer and artificer in all of Majasa’s domain. Eventually the diamond matrons grew fearful of his popularity among the human populace, and so they accused him of a terrible crime and had his left hand severed, so that he could no longer wield a bow. Though disgraced and outcast, Jelkhor’s resolve remained and his ingenuity gave him the tools he needed to deliver his revenge.
As you’ve read, Jelkhor used to be an archer back in the day, but he started losing his ability to hold the bow due to his hand being cut off. That’s why he crafted this dagger. As you can understand, although he was a marksman, he became unable to utilize marksman abilities. We can deduce why he became associated with the marksman from this.
If you unlock Detonating Arrow for the Bladedancer, you can anticipate where things might lead due to its passives. Currently, about 80%-90% of the passive tree you invest in generally consists of defensive features because there are hardly any offensive nodes you can activate properly. Some provide attack speed, some offer increased damage. There are parts you can run in a combined manner like flow, tempo and lethal cadence, but if you look at their descriptions, they will affect explosive traps but won’t buff Detonating Arrow. You can invest a significant amount of passive points into crit chance, crit vul, and crit avoidance from the marksman, but you’d end up losing too many points. On the other hand, looking at the Bladedancer passive trees, there are both defensive and offensive nodes. There are nodes that grant around 75% crit multi, a node that grants crit chance with 24% less damage taken if you’re at low health, armor shred (which means making room in suffixes), and the strongest one is having a second silvershroud chance. Having the ability to have two silvershroud instances even with a 15 seconds cooldown would be absurd. You’d be like warlocks with 60k ward. What I’m trying to convey is that these nodes are very powerful for DA that can be chosen outside of the marksman class. I don’t think I need to mention Falconer because it buffs the life-based build significantly and also gives you a second dps source; your falcon.
I tried to convey my personal opinion so I hope it didn’t come across as offensive. Have a nice game and plenty of loot.
Uniques like this are what the game needs.
Items that are truely unique and enable new archetypes.
This is exactly what they are supposed to do and streamlining uniques into making them usable with “the most obvious mastery” is not the right call.
It is part of the challenge and fun to make things work on masteries, that are not meant for this playstyle and then you need to get creative and get the most out of it.
Well, as creative as you need to be to watch a Youtube build guide, anyway.
Meanwhile, there’s a possibility that it’s as good as it is because of the same kind of reason that made other builds so popular
Well pitty for Jelkhor that his most popular DA/JKnife build uses two of his daggers, guess he’s holding the other one with his teeth then?
This’s story of Jelkhor not ours
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