Hey everyone,
Anyone who plays staff will be forced to admit we’re seriously missing some of the Gandalf-y gameplay/damage that one would expect from a ranged nuker.
By this point, everyone in game is familiar with the power of D/D bunker, or S/D might stacking. (It will take a better man than I to suggest anything to make the focus actually viable.)
So, for staff.
Fire This is our go-to AoE attunement. It should feel like it.
Fireball – Increase projectile speed by 40%. Increase it’s AoE range from 80 (wtf?) to ~200
Lava Font – This should do damage immediately on cast, not wait for it to “ping” it’s target. Make it a field that does damage continuously if you’re in the field, for it’s duration. Increase it’s base radius to 200.
Flame Burst – Fine as is.
Burning Retreat – This should toss you back the full 1200 range. Staff is all about ranged battle, our escape should reflect this.
Meteor Shower – Fine as is. (if they remove the AoE cap)
Water – our support/healing attunement. Again, it should feel like it.
Water Blast – Needs a serious buff to it’s healing and the range of it’s splash. Heals the caster in addition to the target. For all of me, they could make it ground targeted and do 0 damage.
Ice Spike – The animation is far, far too slow. Reduce casting time + animation to .75 second. Should also be a blast finisher, ideal for comboing water fields.
Geyser – Fine as is.
Frozen Ground – Same casting time, same area, same duration, reduce cooldown to 20 seconds. Make it deal persistent damage to anyone in the field.
Healing Rain – Fine as is.
Air This one should be single target damage. High single target damage.
Chain Lightning – Increase damage to match Fireball. Make it single target, and instant cast. Possibly rename to Lightning Bolt.
Lightning Surge – Again, should be near instant cast time. Possibly buff the damage.
Gust – Increase hitbox area, so it can actually connect, and increase knockback to 1200 range.
Windborne Speed – Fine as is.
Static Field – Make it do persistent damage to people inside the field.
Earth A mix of damage that doesn’t hit and CC skills that don’t last. Again, wtf, Anet?
Stoning – Damage and condition are fine, projectile speed needs a buff.
Eruption – Reduce the casting time + animation to 1 second, so that you can actually hit opponents with it. Can still use as a blast finisher, you just have to lay the field first.
Magnetic Aura – Fine as is.
Unsteady Ground – Make the field round, like Frozen Ground and reduce recharge to 20 seconds. Make it count as a Smoke field for combo purposes.
Shockwave – Fine as is.
Remove the 5 person max on AoE. If I can lay a field in an area, with a 200 person zergball, and have it only hit ~15 people max because of the 5 person limit coupled with the 1 second pulse, what was the point? Setting up a combo is the only response that makes sense.
Later, eh?
Stale
Edited because some folks in this thread have cool ideas, and i don’t want to break anyone’s combos. Second edit – made the attunements match in game order. Third edit – alright, alright – Eruption, not earthquake. Most recent to show how we could have considerably more offense, without borking the support or combo fields. Even more edits to bring in more ideas from the other posters, and tone up/down the skills based around the further changes. (think this makes about 40 edits now…) Made a back-up for when this gets locked because of people arguing about what a staff’s “intended” role is. Edited again to change the fields back to 5 second duration, but 20 second recharge, and have Unsteady Ground be a smoke field.
(edited by stale.9785)