So, staff was not only buffed last patch, it was also made smoother. Comboing eruption with other fields, or sweeping through skills, as never been as fun. It was already a good weapon for wvw, and I do feel it should be strong enough for pve and for pvp premades now.
I’ve decided to start testing it for pvp, and as a solo-queue player, I’ve immediatly detected the big problem with staff there: sticking together with team mates is a completely unreliable strategy.
What I mean is, there are many times where I find myself alone, either because there’s a point left uncapped and either I go there or no one else does; or because someone dies or runs away; or because my team spreads to every corner of the map; or because I know I should go to a specific place, even if no one else is there. Etc.
And as we all know, staff is meant to be a support weapon, great with team mates, less than great when alone or in duels. That’s all fine, when you can make sure you have a team or a partner alongside you; but as a solo-queue pvper, you won’t always have that luxury, and the game mode (conquest) itself and the lack of a healer (lack of trinity roles) doesn’t helps. This makes staff conditionally great; i.e. great at some situations, and free points to the other team at others. I mentioned the lack of a healer role also because even while in teams, if you get bursted down by a specialized burst player, you’ll die pretty quickly and end up not contributing much to your team: it’s not fair, because it means you will automatically “suck” against any smart team who knows they should target you first.
I don’t think that a staff-wielder should be strong enough to win 1v1, of course; but I do think it should be strong enough to survive 1v1 a little bit longer than it does. Certainly, if a ranged player comes in, I can always use magnetic aura alongside my fields, and watch them burst themselves with their own damage and plenty of conditions. I feel that versus the ranged department, this weapon is fine. But against a melee-burst, there’s little I can do outside of gusting them away or burning retreat. Certainly, crippling and chilling them down should be enough, but not when they can kill you faster than you can escape. Air #2 is inneffective at helping us in this situation. The earth #1 is slow, and you’re not doing anything else in the meantime, while still taking damage.
1. I think staff could have an extra or an improved self-defense skill out there. Maybe Air#2 could give us some sort of boon while channeling?
2. Alternatively, I think staff could punish our opponents harder by trying to kill us. For example, having burning retreat create an explosion on the place where it is cast, similar to burning speed. This wouldn’t make us able to directly/ reliable burst any opponents, but it would allow us to deal better with specialized builds that want to specifically burst us down.
3. If conjures were ever viable, I could see the potential of using them for duels. If…
4. Because I’ve used an offensive staff build; I’m sure a bunker staff could probably work well enough, but I haven’t tested it.
5. I don’t have as much experience in playing staff as I do with s/d or d/d. Feel free to correct me or teach me. :P
Discuss.
(edited by DiogoSilva.7089)