In an attempt to avoid power creep, I’ll have suggest some nerfs in compensation for my proposed buffs.
What the staff is
- A support weapon;
Should remain as it is. - Specialized at AoE;
Should remain as it is. - Slow casting skills;
That is a good thing to balance its offensive power versus the amount of support and AoE effects available, however, the same disadvantage should not apply to defensive skills, or at least not to as many as it currently does, for it is making it nigh impossible to survive in solo. I don’t think a staff ele should be specialized at solo surviving, neither, but it should certainly be at a better state than it currently is. - The functionality behind some skills is ineffective;
Will need to be improved upon. - Most of the damage comes from the fire attunement;
Not that bad of a idea, but it makes the playstyle awfully boring in PvE. I’m going to take a look into the air attunement, and spread its damage a little bit more between both. - Ineffective air attunement, and auto-attacks in general;
Auto-attacks are a well-known problem with the elementalist class.
Faster or more effective self survival
Should offer a relevant boost at surviving, without making the weapon way too strong at this. Some babysitting should still be required.
- Water Blast (auto-attack) – This skill should self-heal in addition to the healing blast radius.
The healing radius is unreliable, and sometimes party support must come at the cost of own healing. And yes, both effects are meant to stack when applied to self. Keep in mind that this is still a slow auto-attack – an elementalist shouldn’t still be able to depend on this to survive against focused damage. - Stoning (auto-attack) – 1 extra second of weakness.
Although weakness is a very strong condition to be put on an auto-attack, the elementalist needs to maintain it with very slow and underwhelming damage. By giving 1 extra second, and thus making weakness last slightly longer when stacked after 2-3 auto-attacks, the staff elementalist will get a precious 2-3 extra seconds to pull off another combo sequence before being bursted to death. Not too strong, I hope?
Making air attunement more effective, in adittion to enhancing self survival
- Gust and Shockwave – Increase the line width.
This will make those skills a bit more reliable to hit, which is crucial for self survival, and also a support boost to your party. The increase shouldn’t be too high, so that players can still move out of it.
Further improvements in air attunement
- Chain Lightning – Make the first hit deal 50% more damage, and the following two hits 25% less. Have them pierce.
This will make this skill stronger versus single targets, which is what air attunement usually specializes at. Piercing damage inbetween hits would also lead to some fun, chaotic damage values in a crowded battlefield, with everyone in the middle getting splash damage if they don’t avoid the slow-moving, piercing lightning waves. - Lightning Surge – Make it unblockable.
This will add more depth to this skill. Timed right, it can bypass a guardian’s shelter or any other profession’s block, making it a more reliable “head shot” sniping skill. The high casting time will still demand skillful use from the elementalist to acchieve this. - Give it a 5 second cooldown.
This would make it more appealing to Fresh Air builds using staff.
Tweaks, and slight nerfs to compensate – no one likes it, but it needs to be done
- Lava Font – Increase radius from 120 to 180. Increase the cooldown from 6 to 8 seconds.
Currently, this skill depends too much on Blasting Staff to be useful. An increased radius is needed. Blasting Staff would still be a worth trait picking up, but staff players would no longer feel “forced” to it. However, so that players switch attunements more often, instead of spending all their time spamming 1 and 2 in PvE for maximum damage input, and so that this already useful skill doesn’t becomes too strong with the radius buff neither, I suggest the CD increase. - Tornado – Have it double power instead of tripling it. Have it double toughness instead of doing nothing to it.
This change will not only make the Tornado + Meteor Shower combo weaker, but it’ll also make Tornado a more worthwhile elite by itself, due to the higher survivability. Double win.
Further trait support
- Fresh Fire
DPS staff builds would greatly benefit from lower fire attunement cooldowns.
(edited by DiogoSilva.7089)