Devs,
Thank you for putting some time into this weapon. I wanted to weigh in on the changes now that I’ve had some time to get used to them. Curious if others would agree / disagree.
1. Meteor shower seems to be better, liking it. Fire is in a good place. I wouldn’t change a thing.
2. Radius increase on Geyser is nice, tks.
3. I appreciate the attempt at improving unsteady ground, but for PvE, it isn’t helpful.
4. Overall ground targeting stuff makes staff easier.
What still needs work, IMO, PvE vantage:
1. Fire is awesome. Thanks!
2 Air: Get rid of chain lightning. 3 targets cannot even come close to comparing w/ lava font / fireball / fireblast. If I want AoE, I’ll go fire. Make auto air attack a high single-target damage spell (help w/ bosses and maybe pvp). Make blind spell instant or hit for way more dmg. Make gust an AoE cone. Not effective for PvE right now. 4 and 5 are fine.
3. Water: All fights really come down to A vs. B’s time to kill. Damage decreases your TTK on opponent, opponent’s healing increases it. Water blast provides healing, yes, but at the expense of a ton of dmg. Please increase damage, radius, etc to compete with fire. How compete? Make them equal in their impact on TTK vs. TTK. I know that’s what the skill is trying to do now, but I think it just needs a little bump.
Tested numbers: 800-1500(crit) dmg w/ no might on fireball. water for 250-600(crit), and heals for 400 on my zerker gear. Assuming crit to crit.
1500dmg for fire auto attack VS. 600 dmg / heal 400 on water auto. = 1000.
There’s about 500 points of love missing from there somewhere. Using cleric’s would increase the heal at the expense of the dmg, balancing nothing.
3 (water cont): Geyser (and Healing Rain). As said before, appreciate the radius increase, but these need duration increases more. I’d even take a nerf to healing per tick for a longer duration. Blink and you miss geyser. I’m talking 7-10 for healing rain and maybe 3-4 for geyser. Increase duration on frozen ground too (or lower CD).
4. Earth: Increase damage on auto attack. Eruption animation start to finish much quicker. mag shield should have some buffs like focus 4. Turn 5 into a PbAoE imob. The slow single-target is meh.
Biggest issue in PvE for earth staff…new unsteady ground. I haven’t tried in PvP but in PvE, it’s near useless.
a. Too many mob fights are stationary. This skill does nothing most of the time.
b. If you accidentally cast too close, mob is unaffectekitten
D effect is so minimal that you’d almost missed that it happened. mobs are up and at you lightning quick. Yes, some of them can be hit twice, but frozen ground is better overall.
Hate to say it, but this one needs another go over at least for PvE. Maybe make a direct cast instantly cause the KD? Are others using unsteady ground to great success? What are you doing? Thanks.