Hey guys,
I wanted to discuss the option the staff ele has in sPvP/tPvP.
Because im slowly running towards a brick wall.
It seems anet really doesnt care about staff eles trying to play sPvP, and want to bandwagon all eles into S/D or D/D, and to be honest im not a D…
..player.
I have always had the idea that the elementalist would shine through pure skill, through the use of skills in certain orders wich would give insane damage combos if you pressed everything exacly right. The skillbased attunement switching giving extra survivability and the damage output shouldve been a force to be reckoned with. (it actually was like this for a short while really early in the game, beta aswell)
At the moment the state of the game of the staff ele is literally non existant because of the following problems;
Conditions. Any dedicated condition build will out condition your condition removal. This is due to the stupifying fact that the staff elementalist doesnt have a reliable tool to remove condition with, efficiently. ( i will go in detail about diamond skin and why its terrible if someone is wondering about that ) Even if you go full anti condition runes/traits you will still die versus anyone who knows howto use his class without much of a hassle at all.
Bunkers. After aprils update staff elementalist are ussually in stalemates vs bunker guardians or bunker elementalist. The raw damage an elementalist does these days doesnt meet the fix of actually being capable of downing someone who knows howto dodge big skills and then heal/bunker up time and time again due to slow recharge times of elementalist ‘big’ skills making it literally impossible to ever down someone (Even in FULL zerkerglasscannon!)
Berserkers. Its kind of sad how i am actually needing to put this up here even after the aprils update. But its true. The elementalist being the paperarmor they have ussually get insta downed by any dedicated zerk combo by constant; knockdown/stuns/fears.
There is one problem ALL elementalist staff players should by now realise.
The stupidly long utility trait cooldowns. Why is this Anet? Why do you give an elementalist cooldowns of over 60 seconds to just break stuns or condi cleanse? Can anyone say useless more? I mean theres literally no reall reason for this.
The next problem, its still the same old kittening stuff. no healthpool if you want to scratch the surface of an heavy armor user wich is literally null and void now with the aprils update. You might survive a bit longer but your cooldowns still remain the same. and even if ppl just play bunker those cooldowns are still too kittening long.
The final problem, Since staff elementalist are so centric about CCing that any class that has a constant stream of access to stability, they can just roflstomp you and ignore ALL your CC you cast wich have extreme cooldowns (again) (we need a stability strip utility/trait)
These are the various issues i run against whilst running a staff elementalist in sPvP or tPvP. I will not ask for nerfs or buffs just yet, lets first start with a possibility pool.
Where people theorycraft about builds wich might work for the Staff elementalist.