Red circles heal you. Just relax.
Offensive staff needs a major Tuneup...
Red circles heal you. Just relax.
Staff ele needs a very minute buff by means of increasing projectile speed, you’re spot on with that. But, Air 1 damage weak? Are you kidding? I can get 2k crits all over my screen when people are bunched up, and with 60% crit chance, 30% chance to cause burning, chance to cause random condition, runes of rage…yeah. Needless to say, Mesmers don’t stand a chance if I can dodge the stun.
Air 1 is only decent against Mesmers’ clones when they’re too far for fire1, but not much else. With 30% crit and 60% you’re pretty much a glass cannon, and 2k is pretty subpar. Only good for chasing someone as it’s the only auto that tracks targets, but still slow. Against single target air is still lacking outside of air2.
Red circles heal you. Just relax.
Fire ball> Air 1 for single target or 3+ target. Air 1 is only nice when its 2 targets since it hits the first one twice.
oh, I just accepted it as a hard fact that staff blows at pvp
use for pve and massive huge wvw fights only
and I think air and fire 1 do about the same dps vs single targets since air doesn’t hit as hard but hits faster
correct me if I’m wrong
Fireball base damage:314 Fireball cast time:1
Chain lightning base damage:203 Chain lightning cast time: .75
So fire ball deals roughly 1.5x damage per cast, bu 25% slower. .75 × 1.5=1.125 So fireball is 12.5% more damage vs a single target
I just tested it. in 30 seconds I flung 21 fireballs, and 22 chain lightnings. So only the cast time is different, but time between activation is pretty much the same. I came up with 20% less dmg per cast as well, so air1 still sucks to me.
Red circles heal you. Just relax.
I definitely agree about staff reliability. The 2 skills are the only decent damage outside of fire. Air 1 is situational, it’s very good when it’s the right situation, but when it’s not, it sucks, combine that with earth 1 and water 1 both being low damage defensive skills and we become incredibly limited when not in fire.
I think part of the problem is also how many skills don’t deal damage at all, of course this is on top of low damage auto attacks. Geyser, Healing Rain, Frozen Ground, Gust, Windborn Speed all deal zero damage, and they have significant cast times. Unsteady Ground and Static Field deal very low damage. All the time spent casting these CCs is time when we aren’t dealing any damage.
There has to be at least one back-up attunement when fire is on cooldown that can deal damage for more than just one spell. In addition the condition damage on the staff is very sparse, there are only 4 spells total, and Shockwave and Burning Retreat are not really strong condition wise.
Fire ball> Air 1 for single target or 3+ target. Air 1 is only nice when its 2 targets since it hits the first one twice.
Chain Lightning is also better when your targets are spread apart from each other. Fireball’s radius is not as big as C.Lightning’s.