Why does the staff often fall flat in PvP?
First off, we need to seperate the staff into S/TPvP and WvW sections in order to compare the two and find weaknesses and strengths in its current form, and potential balancing ideas there might be from the playerbase.
Lets keep the tone civil, and be constructive.
The skills
While a staff elementalist may be fine in certain aspects of WvW due to having the opportunity to hide in greater numbers, thereby avoiding being targeted, it is a different story in S/TPvP, where opponents can close the gap between you and them quickly.
1. What do you think is lacking in WvW?
2. What do you think is lacking in S/TPvP?
3. Keep in mind that options need to work for both scenarios, including PvE.
To me, the problem with staff in S/TPvP is a mixture of things, which you all have to consider.
Low base health and armor. This in combination with lack of defensive skills (except Magnetic Aura, which CD is a tad excessive for the only personal defense you have) forces you into using cantrips for surival, thereby leaving out gravely needed instant damage potential that arcane utility skills could bestow upon you, along with important finishers.
All the above, combined with rather slow animation and cast time makes landing skills harder which also doesn’t occur as often due to the pressure of avoiding damage. 3/4 of a second for an auto attack is quite a lot (Fire: 1 sec, the others: 3/4 sec cast time).
The real problem of the offensive skill set as I see it, is that there are too many single hit damage skills that have an excessive cast time. Most people would likely consider Lava Font and Meteor Shower to be the best of the bunch. Why? Because you cast it once, and it triggers several hits over time, albeit in one place. There is a severe lack of single/AoE target/s damage skills like Grasping Earth and Cone of Cold.
When you inevitably take damage, you will be forced to use ground healing skills. You can manage to dance about in Healing Rain, but you are limiting your movement, which is ESSENTIAL for someone that relies on keeping distance. Rather odd staff lacks mobility this much. In TPvP (protecting a small area) and WvW (behind allies) group fights it might not be as big a problem, admittedly.
My ideas:
Add one more defensive skill. For instance, swap Unsteady Ground out with a skill that allows you to delve underground (range 900 or 1200) and appear at another place, similar to Lightning Flash. If earth attunement is a bad choice, you could replace Burning Retreat with a skill that covers an area in an ash cloud, which would work similarly to Murky Water for instance, but with a ticking damage inside of it.
Or, lower the CD of Magnetic Aura a bit. Perhaps 20 secs instead of 30.
Change a few spells to have progressive damage like Grasping Earth/Cone of Cold. Make one or two single target skills in that fashion (not necessarily the same).
Lower cast time of certain skills and animations, or increase the damage of skills that could benefit from a boost, making the slow cast time worth it.
What bothers you with playing staff in PvP? Any solutions to it? I know balancing isn’t easy, but we can try to pinpoint the underlying problems that takes away from the fun of being a staff elementalist, and add ideas to the already great pool that exists… somewhere.
(edited by Malcastus.6240)