D/W vs Staff Tempest in PvE
Dagger requires constant autoattack and is only melee range. Staff allows you to range from Time to time in open world, albo when lava font, overloads and meteors are doing their job you can focus on dodging/staying alive. Burning is much easier to maintain and you can equip trait that gives +20%dmg to enemies below 50%hp instead of fresh air.
I prefer staff but keep dagger in stash for occasional use.
Dagger isn’t actually melee range. Melee is 130 range. Dagger is 300-400. You kite even on dagger. I don’t find it too hard to avoid getting hit by melee. It’s the ranged attacks and big aoes that she’ll need to watch for. Being closer to your melee allies is what you want to be doing anyway, so everyone can support each other, and dagger ele’s extra range makes for a good way to learn imo.
if she runs with other people, staff is great. If she solos, she may want to start out in dagger/warhorn (or dagger/dagger). You cannot avoid the mobs getting close to you, and as hard as HoT mobs hit, staff is awfully slow.
A d/w can tear through any mob in PvE. I switch to staff ocasionally out of boredom, but d/w is much more fluid getting around, getting auras on yourself/people, etc.
staff is more mobile than d/w
The real problem with pve staff is that you don’t do much damage outside of fire, so if you need to access swiftness or defensive tools, you lock yourself out of your primary damage tools for 10 seconds. Working around that is the biggest challenge
You don’t need to keep mobs at 1200 range for staff to be good. It does just as much dps as d/w in close range. But you do have to manage your cooldowns more carefully
(edited by reikken.4961)
‘You don’t need to keep mobs at 1200 range for staff to be good. It does just as much dps as d/w in close range. But you do have to manage your cooldowns more carefully’
thats the issue, play against anyone that knows staff ele at all and they will shut you down fast, cooldowns of aoe is irrelevant when you are targeted and you are staff, you cannot control engagement range.
“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize
staff is more mobile than d/w
The real problem with pve staff is that you don’t do much damage outside of fire, so if you need to access swiftness or defensive tools, you lock yourself out of your primary damage tools for 10 seconds. Working around that is the biggest challenge
Problem that is fixed using conjurer weapons and fresh air trait
staff is more mobile than d/w
The real problem with pve staff is that you don’t do much damage outside of fire, so if you need to access swiftness or defensive tools, you lock yourself out of your primary damage tools for 10 seconds. Working around that is the biggest challengeYou don’t need to keep mobs at 1200 range for staff to be good. It does just as much dps as d/w in close range. But you do have to manage your cooldowns more carefully
That’s not true though. Fresh Air staff is a viable build and some of the top raid groups have started using Fresh Air staff in place of normal staff build for all/most encounters.
nah, fresh air staff requires precise rotations. It’s less forgiving than normal fire staff.
For soloing, I actually find d/wh or d/f (when more survival is needed, or a lot of projectiles are flying) to be easier myself. The damage is much easier to land, and more reliable. Staff often requires you basically stand in your fire fields and eat some damage to drop your own dps. D/wh can very easily kite enemies while keeping up great aoe pressure thanks to air auto-cleave and the large range of air overload.
I used to run full carrion / rabid S/W tempest condi and it was amazing. So much condi application! Tons of bleed stacks and burn stacks.