Staff has a few problems. Mainly it’s fire skills are better than the skills of other attunements to the point where it’s only beneficial to to use other attunements as either combat starters or for escape. It’s almost never a good idea to switch attunements mid combat, as you’ll lose most of your DPS.
There are of course Staff support builds which work excellent with attunement switching but consider this – the best abilities of both Water and Earth in those builds come from the Elemental Attunement trait in Arcana, rather than skills within the attunements themselves. A support build that can grant their team 7 seconds of regeneration, haste and protection every 9 seconds can just switch attunements about, using the actual skills of the attunements is the smaller bonus.
Another problem of Staff is that as an AoE centric weapon, all of it’s Ground Target AoEs (with the exception of Static Field) will not work immediately. At least a second will pass before their damage will tick. It would have been fine if at least one damaging AoE started working immediately, but with all of them delay actually doing AoE damage with this AoE weapon is quite uncommon in sPvP, where people can see the obvious tells of an incoming AoE and just move sideways. Necros and Rangers do not have that problem with their Marks and Traps.
There are problems with individual skills as well and how they work inside of their attunements, especially in Air and earth:
Air Attunement:
(Individual skills critique is offered in the spoiler tags.)
Chain Lightning - This auto-attack does around 70% damage of fire’s auto-attack, Fireball. Moreover, while you are attuned to Air you have no other real damaging attacks, you can’t use Fire’s excellent Flame Burst for burning, so your actual with Chain Lightning is more around 50%.
Lightning Surge - The long channeling time on this skill kills it. An AoE blind is useful, but with the lengthy cast time you could have just stayed in fire attunement and do 3k~6k damage to your enemies by the time the Blind took effect.
Gust - The most useful combat ability of Air attunement. And yet, it’s 30 seconds cooldown greatly reduce it’s usefulness.
Windborne Speed - Excellent skill.
Static Field - A very problematic ability. This is not really an AoE. You will only get stunned if you touch the border of the AoE, not if you stand within it. This makes this skill very hard to actually hit someone with in sPvP.
Air Attunement supposedly offers CC to the elementalist, but the cooldowns on all of the CC is very long, and only Gust is truely useful. Time spent in Air trying to CC players or mobs is time that you could have spent doing a lot more damage in fire attunement.
Earth Attunement
Stoning - A terrible auto-attack. Not only does it do very little damage, it’s the only earth Elementalist auto attack that does not inflict bleeding. Instead it inflicts weakness, but only for one second, meaning you have to constantly pelt your oponenet with it for the weakness to stick. But what is the use of this? It’s not useful against normal mobs. It’s arguably useful against Veteran mobs, but the damage is so low while you are earth attuned that it’s better to just DPS them. It has no use at all against Champion mobs. This leaves players. The Fumble isn’t very useful in sPvP as most players will either have a high crit chance or condition damage to counter the fumble, and it’s not such a good choice to begin with to lower your opponenet’s damage while you also lower your own to 33%. This needs to be replaced with a bleed, to make Staff a possible choice for condition specced elementalists.
Eruption - This skill telegraphs that it’s coming for what seems like two seconds. This means players can always get clear from it from hitting them, and that it’s not very easy to land in PvE as well. Worse, most of this AoE’s damage comes from bleed effects. So for it to be properly damaging you need to be condition damage specced, yet Staff has no other condition damage to offer to go with it (with the exception of Flame Burst which is on a 10 seconds cooldown in a different attunement).
Magnetic Aura - A very good skill, but you have to switch to Earth to use it and all your other earth skills are just not as good.
Unsteady Ground - Mostly useful as an escape tool, yet has a long cooldown and can easily be dodged over.
Shockwave - Another CC on a long cooldown in an attunement that offers insignificant damage. Useful as a combat starter.
Overall Earth Attunement is the worst Staff has to offer. The AoE bleeds while none of the other skills do condition damage, making it work badly in any spec. There is no real attack skills in this attunement with the exception of the telegraphed AoE either.
(edited by LiuliRenai.3928)