After patch question.
No, not just might stacks. It was combined with different kinds of fields to creat various types of support effects. Might was just a small part of it.
The nerf did not hit D/D that badly. My personal build revolved alot around might stacking to gain damage so I feel quite affected. For other D/D elementalists no it would not be a huge.
However most D/D elementalists also carry a staff for dungeon support, WVW or other situations where team play is important. Not saying D/D isnt effective as support but staff feels more so. Every single one of these D/D staff carrying eles has also been hit by the nerf so are also annoyed.
Combine the staff builds and the staff carrying D/Ders and you have about half the community raging.
I think the biggiest problem is the lack of buffs. might is required in a way to achieve the same damage output as other classes. With this gone one of the only hopes of achieving high damage was also destroyed.
The principle that they nerfed us but gave us nothing in return is hitting people quite hard.
Oh ok so lets say you use Arcane wave, wouldnt that help out a bit? with a sigil of battle on weap?
Essentially, staff has been asking for help for a while now but instead got a bug fix which comes out as a nerf. They were decreasing pvp healing all over the place and the extra blasts increased healing output. (I’m d/d aura 0/10/10/30/20 because I’ve been unhappy with staff since BWE2 so this is my interpretation of the events.) I’m really curious as to what they’re doing with staff.
I already use arcane wave. The point is that it takes up a utility slot and has a rather long cooldown. The sheer number of fields staff has makes it necessary to have another blast finisher in order to make use of them.
Honestly…the blast finisher wasn’t OP. It was the chaining of blasts that made the skill unbalanced. Small steps in nerfing are needed not huge ones that dismiss entire builds.
Honestly…the blast finisher wasn’t OP. It was the chaining of blasts that made the skill unbalanced. Small steps in nerfing are needed not huge ones that dismiss entire builds.
^this. So many times this…
Legion of Anvil Rock [XXIV] – Anvil Rock
Honestly…the blast finisher wasn’t OP. It was the chaining of blasts that made the skill unbalanced. Small steps in nerfing are needed not huge ones that dismiss entire builds.
^this. So many times this…
+10000
Yeah and this hits staff users particularly hard. You’re unlikely to really feel it as a D/D person so it might be harder to appreciate.
In PvE, part of the fun with staff was playing a dangerous game by recklessly dodging into your fields, while keeping monsters in them at the same time. You’d be sacrificing your ability to evade for whatever the intended benefit was. This could be for offensive or defensive purposes. So I think it added a very interesting way to play, and good flexibility for a class, especially for the staff.
I can only imagine that using a staff will be significantly less fun now…