Yes, this is yet another post on mesmer staff suggestions. I’m not even sure this is supposed to stay here, as opposed to the suggestion subforum, but anyway. This post was elicited particularly by the last skill update, which turned Chaos Armor into Fancy Useless Purple Bubble of Awesome, as other people already pointed out.
I really like staff (as opposed to GS). Before the recent update, I thought staff’s 2,4,5 to be great skills. Now Chaos Armor has approached uselessness, so I’m pretty much left with 2 skills I like on the weapon.
The problem with staff is I think it tries to convey too many things at once, while not excelling in anything in particular. It applies conditions, but not as consistently as a real condition build would require, it applies boons, but not as reliably as a full support weapon, it deals damage, but not as your standard damage dealing weapon.
So here’s my take on staff skill:
1. Winds of Chaos: Remove Bleeding, Burning and Vulnerability, slightly adjust damage to compensate. Might and Fury are ok.
2. Phase Retreat: this is a terrific skill, just change it according to Winds of Chaos change.
3. Phantasmal Warlock: make this phantasm deal 10% more damage for every different boon you have. Substitute the bouncing attack feature, it is far to easy to avoid the bolt, and this is the damage dealing skill of the weapon.
4. Chaos Armor: Ele Frost Aura says hello – make this skill apply an ARMOR (duh) which reduces incoming damage by 10%. If you’re struck by melée or ranged projectiles (not spells) you get 5s of protection and enemy is inflicted with 2 stacks of vulnerability for each hit (1s internal cooldown).
5. Chaos Storm: remove poison and chilled (poison and chilled on a mesmer? For real?) and swiftness. I suggest keeping the way this skill work, only conditions applied are now daze and blindness, whereas boons are aegis and 1s quickness (yes I said it, and yes I know this is not a boon).
As you might have noticed, the underlying idea I’d go for Chaos Armor and Chaos Storm is having them apply boons and conditions one the opposite of the other: Protection VS Vulnerability, Daze VS Quickness, Blind VS Aegis.
Quickness sounds OP, but you have to consider it does not stack. I think it’d be fairly easy to make Chaos Storm grant 1s plus an unnoticeable amount of quickness duration, so that, should it reapply right on the next pulse of Chaos Storm, it wouldn’t actually trigger. The wasted pulse is worth having the effect in the first place I think. Also, you can hardly capitalize on 1s of random quickness hoping to land a burst. One viable alternative, borrowing from GW1 where this skill dealt damage and removed energy from foes, would be to grant, say, 5% endurance per pulse to allies within it, while removing 5% endurance per pulse to foes caught inside.
Now about the condition removed, specifically bleeding and burning, I suggest they be moved to scepter and torch respectively. I’m not going to digress about those weapons in detail because this is already far longer than needed, but for the sake of completion:
Move bleeding to scepter AA and remove clone generation from chain 3. Devote a skill to a surefire clone generation ability conjuring confusion-inflicting clones, and fuse confuse images with illusionary counter so that you block and deal damage, or can activte a 5 stack AoE confusion.
Move Burning to Illusionary Mage (which sucks so blatantly it even hurts to think about). Scrap confusion and retaliation, and make this phantasm deal three pulses of increasing PBAoE damage. Last wave inflicts burning.
These are of course suggestions based solely on very own opinions. Critiques are appreciated that are possibily more elaborated than kitten NOOB or OMGMESMERISOP. Thanks for hopefully having borne with me thus far.