wasn’t sure if i should post this in suggestions or in the elementalist section of the forum: but i figured that it would get the most valid feedback in the elementalist section so placing it here, if that’s wrong a moderator is welcome to move it to suggestens
So i am an almost exclusively staff elementalist, been using staff for quite some time and its no doubt the weapon which i find most enjoyable of the elementalist(trying new builds when people post them etc. to keep me up to date with different styles and how effective each), BUT it does have some pretty big issue’s in comparison to other weapons and it got a few directly breaking issue’s making it useless in most pvp scenario’s and making it very hard to use in alot of pve scenario’s.
I will try to list some fixes which I would love to see to make this weapon move valid for both area’s.
One of the major issue’s with the staff is that its almost 100% based on placement fields(not to be confused with combo fields) which means that not only is aiming hard with it, but in most situations its kitten right impossible to apply the actual dmg and healing to the enemy/friends because of several things “first the targeting of these are quite badly made, and small objects makes it very hard to click the area you want to place the field at”, “secondly, the fields are crazily easy to avoid and get out of, considering the dmg of the fields isn’t higher then the direct dmg of most direct attacks which lands 100% of the time, this is a pretty big issue. And the healing is not very good because it forces people to stay within a very little area while its healing and the healing ratios no way makes up for this”.
Another issue is the time the projectiles takes to travel from a to b, the auto attacks are quite slow, dmg isn’t particularly impressive and they are VERY easily avoided, while in pve the travel time can become a issue.
Casting cc is very slow and takes a long time, so if you find yourself in a “kitten I need effect x to fix this” then it’s already too late because it will take up to a full 2 seconds before the attunement switch and the spell animation is cast and the actual spell effect is there, add to that the aiming and you got some bad/mediocra cc which continually need to be precast in a way where you “predict” that the enemy will be, so it becomes a matter of guessing instead of reacting to what Is happening which I don’t think is good.
Survive vs. dps.
Because of these issue’s the survivability of the staff compared to the actual effective dps is very bad and it takes not only perfect positioning, field placement and timing to make this work effectively but also a specific preset conditions which is 100% relying on things which you got 0 control over, meaning teammates doing some perfect cc on top of your fields(which because of the VERY high delay on all spells is oftend more luck then skills) of the enemy to be a stupid ai which is “permanently rooted/very slow” so that it stays within the fields and also allows for players to stand “still” within the small healing aoe area’s.
So this is the issue’s which I see and think needs a little help:
Now how would I like to see it solved.
Well lets start with the healing issue’s:
As it is now only healing rain got a large enough area to actually be reasonable to expect people to stay within it in a combat situation where they need the extra healing from other sources then themselves and need little change, only change I see needed is allow for movement while casting:
Geyser should be able to be targeted on an ally thereby allowing it to “stick” to an ally and be an aoe’ circle around that ally instead of a field locked to the ground, when it was targeted directly at the ally instead of the ground)
Water blast need to be targetable to a friendly or yourself target: meaning that you would be able to cast it directly at yourself or a friend for the healing ability as the main ability and the dmg as a small weak aoe to enemies within the blast radius.
That would take care of the healing issue’s which I see.
(edited by Erebus.7568)