So, first of all thank you all the people who are paying their attention and time to my post.
As a long time playing as a Dagger Explorer, I am figuring out more and more advantages of Dagger users in Person versus Person. So today, I decide to post my thread here.
I hope that you choose this guide as a useful source of information, not a rule or a newbie's guide that will save you in any cases. So, let's get going.
I. The Dagger Skills In Person Versus Person
II. Deeper Research
III. PvP Skills in Stages
The Dagger Skills
*Because the first and the second tier skill has not so many changes, I will take the first tier as examples due to simpler animations and easy aiming.
1. Dancing Dagger.
Personal Ranking: 2.5/5
This skill is the first melee skill to get of the Dagger tree, but it has many advantages as well as disadvantages:
The skill is very simple, deals a weak to moderate amount of damage that will slides you back. This has nearly to starting or ending delay so it can be used as an escaping tool from some nasty perma-attackers like Meisters or Spear Warlords and Bladers.
Please keep in mind that this skill has so fast starting animation that it will be triggered mid-air
if you Jump-Attack-Skill. Normally, when two opponents run and jump toward each other, you cannot use this skill to cancel their jump due to the lateness of JAS. The skill has fast cooldown that can be used to avoid attacks from Sorcerers or Ranged classes in a quite inadequate chance, but it is still useful anyway.
And last, but the most important thing to remember: both the I and II tier of this skill only hit monsters that are in front of you. I have mistaken so many times because the animation of this skill is both-side based. But it only hits the infronts while the range is about 1.5x of the animation
2. Illusion Dagger.
Personal Ranking: 3.5/5
The second skill from the melee tree that has two steps: one protecting dagger curve and one dagger stab while rushing forward that does about 1.3x damage of the former one. This skill's individual damage is weaker than Dancing Dagger but in total is much more. The two hits can both land a critical that will surely cause flinch but can both miss.
A great skill that has no starting delay and further range than the animation, especially the stabbing period, but however it has a long and yet, easily noticeable delay when finishing the skill, which can lead you in situations.
While you JAS, opponents might be dropped out from the air if they are jumping, but the second hit is counted as a miss. On the other hand, if you JAS over the enemy, then the first hit triggers completely in air, and only the stabbing ends. So, both of the JAS types are good, but think carefully because apart from the delay after JAS, you are wide open due to the plus of the skill's delay itself.
This has a rushing toward effect that can be used to fall off cliffs in some PvP stages.
The skill received at level 40, a very colorful skill that has a jugging start-up : throwing the dagger.
The skill is quite good in PvE, but is not in PvP because of the long start-up. The latter hits might miss at a critical chance and might give you many troubles.
However, JAS-ing this skill gives a big different since the start-up is destroyed, especially when the opponent is wide-open and you are Masquerading in the air, from their back. This suits for Cross(bow) Explorers, Fire(earth) wizards as well as Warriors.
Please be informed that if you are average equipped, this skill can cause the opponent flinched if it stops ducking. And even if it ducks, one of the 4 hits will do about 98% of damage, not only around 10% like 3 of the hits.
This skill has a jumping and a rushing effect.
4. Dark Dagger:
The 60-leveled skill that swiftly moves the dagger holder in a rage term while slashing constantly.
Has a same start-up with Masquerade, but the hits are unavoidable due to the fast and continuously hits. But please be aware that this skill leaves you in an extremely wide open if you miss (in wrong direction, etc.) so please be informed.
4 hits of this skill has chances to land criticals that sadly, can make somebody fall off and avoid all the other hits.
JAS-ing with this skill has the same result as Masquerade, apart from a tiny chance that the opponent got knocked back mid-air.
*Sorry but sleepy now
, tomorrow continue