Legendary SoloQ
Another great suggestion for staff
Legendary SoloQ
Also, before an staff argument starts, let me say this: I keep hearing the same old argument; “dont play it”, “l2p” , “you suck” but I dont see any real good counter argument as to way we cant have a ranged DPS staff build. Yes you can argue that we have a lot of CC and AoE which is great in groups, but thing is, other professions have the same (if not more) CC and AoE and yet they can fulfill teamfights and solo fights purposes. Im looking at necros, mesmers, guardians, even a warrior can switch freely back and forth between these two. Now, you notice a pattern, all the mentioned classes share something in common; they can switch weapons and have different weapons with different purposes, some weapons even fulfilling both roles(!!!!!) therefore you can conclude (and if you dont arrive to the same conclusion then you are being stubborn) that they have versatility.
We are “supposedly” the kings of versatility, yet, when we go from a massive zerg to a branched 3v3 or 4v4 we get our smokey b|_|tts completely burnt because we lack the tools to adapt to those situations, therefore we lack versatility. Repeat with me;
We are supposed to the kings of versatility yet we lack it
Unlike other professions we cant decide to wear D/D mid fights from staff, or S/D. Therefore all points implying the switching to other weapons are invalid and you people should even feel ashamed to bring them up. Now, im not asking for weapon switching, that would defeat the purpose of the uniqueness of our profession, all Im asking is a little more attunement specialization, more versatility, being viable in all contexts or vast mayority at least, not JUST WvW raids.
You know, not everyone is a WvW player, some of us like to……play sPvP and tPvP ‘GASP’
Legendary SoloQ
I’m not seeing a lack of versatility when I play spvp but whatever, I agree the autoattacks could do with being a bit more impactful, the devs said they wanted some more low skill options for eles as they only really become useful when you’ve mastered the stance-dance – and imo the best way to do that is via some traits or buff that make the autoattacks stronger.
Baseline 10s switch, Would be nice.
Lightning AA, haha yes it is so slow, it should instantly hit all 3 targets, and if it hits the same target twice should get the graphic of a lightning strike. (a trait for multihit spells to gain a lightning bolt would be awesome)
Water AA should really use the beam channel like scepter air, would work with the toughness on channel trait since only meteor storm works with it now.
Agree on earth. Magic projectiles in gw2 really need to be faster, and non magic ones, make them faster too, people should just dodge on the animation, not seeing things slowly travelling 1200.
Just more trait synergy, to get that feeling of making a really synergistic build back from gw1 :p
I think an issue here is due to glyph of elemental power they have to balance the spells around the possibility of applying burn/weakness/chill/cripple.
I think if goep was changed/removed(or kept the same, it might not even be op) and those conditions added liberally to the spells in all attunements we’d end up in a nice place.
I’m not seeing a lack of versatility when I play spvp but whatever, I agree the autoattacks could do with being a bit more impactful, the devs said they wanted some more low skill options for eles as they only really become useful when you’ve mastered the stance-dance – and imo the best way to do that is via some traits or buff that make the autoattacks stronger.
Baseline 10s switch, Would be nice.
Lightning AA, haha yes it is so slow, it should instantly hit all 3 targets, and if it hits the same target twice should get the graphic of a lightning strike. (a trait for multihit spells to gain a lightning bolt would be awesome)
Water AA should really use the beam channel like scepter air, would work with the toughness on channel trait since only meteor storm works with it now.
Agree on earth. Magic projectiles in gw2 really need to be faster, and non magic ones, make them faster too, people should just dodge on the animation, not seeing things slowly travelling 1200.
Just more trait synergy, to get that feeling of making a really synergistic build back from gw1 :p
I think an issue here is due to glyph of elemental power they have to balance the spells around the possibility of applying burn/weakness/chill/cripple.I think if goep was changed/removed(or kept the same, it might not even be op) and those conditions added liberally to the spells in all attunements we’d end up in a nice place.
I do agree staff is good damage/CC wise, the proble is how unreliable it is, too unreliable, even with skills, because the moment someone with enough knowledge of knowing what the red circles mean, will kill you or give you a run for your money, where you will have to either:
a) run away in shame
b)stay and die
c) be a bunker, annoying, get ignored by everyone, be a drag in a tPvP where your team members will not call you again cuz they would want someone that Actually contributes to the game, not fill a much-needed spot.
Legendary SoloQ
Staff needs to lose some AOE skills for starters (or have traits that sacrifice some AOE for more versatility).
19/20 skills are AOE (earth #1 is the exception), it’s not a balanced, well-designed weapon at all.
(edited by scerevisiae.1972)
The problem I see with a baseline of 10s on Attument cooldowns is this: Attunement swap is our weapon swap, so we already have twice the skills of other classes (how anyone feels about said skills you still cannot argue the fact). So everyone else has a 15s cooldown on their weapon swap and if we trait for it we can get as low as 9s. Giving all Eles a base 10s cooldown on swaps would just simply be OP.
Project Mayhem A multigaming, PVx social guild on Dragonbrand
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The problem I see with a baseline of 10s on Attument cooldowns is this: Attunement swap is our weapon swap, so we already have twice the skills of other classes (how anyone feels about said skills you still cannot argue the fact). So everyone else has a 15s cooldown on their weapon swap and if we trait for it we can get as low as 9s. Giving all Eles a base 10s cooldown on swaps would just simply be OP.
“During combat, swapping has a cooldown of 10 seconds, but you can swap repeatedly out of combat.”
I stand corrected, Sorry
Project Mayhem A multigaming, PVx social guild on Dragonbrand
Dragonbrand Community Forums