Explain Staff to me
You can take it with any stat combo because either way you’re not doing any damage with it lol. It’s both a terrible power and condition weapon damagewise, you just bring it for the aoe fear/condi transfer and occasionally chillblains.
This is exactly the point Arenanet is making. Necromancer ranged damage is not supposed to equal other professions. Lower mobility and lower ranged damage are the trades for higher melee sustain.
No one here will claim Necro staff is as good as Ele staff. If you want it improved, explain why, in the context of Necromancer’s design.
What lol? Necro is mainly a mid ranged class it’s just that the options are lacking identity and efficiency. We only had 1 melee weapon until Reaper.
The Dhuumfire thread
I know what you are saying but…
…two life bars is how a lot of players and developers think.
Players and developers say a lot of things that just aren’t true in the current state of the game.
I mean Leary said reapers would be great in raids as DPS with high sustain and it took Sublimatio from rT to correct him on reddit on that false claim.
Staff can make some nice defensive plays. It is very anti-stealth, and it also makes is hard for people to approach us with shadowsteps and stuff like Rush. It has some major things going for it, such as an AoE chill and our only weapon-skill Fear. With soul marks, it becomes somewhat passable lifeforce regen, despite the fact that the autoattack is absolutely awful.
Some other things the staff tries to do but fail at are combo fields. Staff 4 is a bad blast finisher, because it requires a foe to step on it before the field it is on top of runs out. The only other mark it syncs with is Staff 3, which drops a poison field, and poison fields are pretty “weak.” If they took the blast off of putrid mark and dropped it to a 10-15 second cooldown, it would be far better.
There are other things staff needs help with. Most notably, damage. Mark of blood could be upgraded to 4 stacks of bleed. That is still only 1 bleed every second. The stacks of Poison on Chillblains could be reasonably upgraded to 5. The Fear mark is also pretty weak, for what it’s worth. It could be reasonably tuned to a 25 second cooldown, and potentially a duration increase too, because 1 second of fear = 1 tick of terror, which, in the grand scheme of things, isn’t all that great.
Staff autoattack gets its own paragraph. Despite having a 3/4 second cast time, the attack rate is actually 1.4 seconds. The projectile is slow. It inflicts no conditions. It does pitiful damage. The only good thing about this attack is the lifeforce generation, but even that is pretty bad on only one foe, especially since it misses so easily. Honestly, this autoattack is so awful that it ought to be completely reworked.
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
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