Overall, I really enjoy the staff’s play style. While it has a lot of potential, I feel like it is still unfinished. It is intended to be a support weapon but currently the only support it offers is a lot of minor healing and some very small CC. These are my thoughts on how to improve on that.
1. Solar Beam
-Add 3/4s of Vigor per pulse
OR
-Allow us to target allies
Why?
I feel like this skill is pretty good for a supportive AA, however it’s very difficult to heal allies as they often move out of it. Allowing us to target them will help us heal them without needing to chase them down.
If that’s not possible then Vigor would be an excellent alternative. It won’t help us heal them but it will help keep them alive. At 3/4s duration stacking should not be an issue as they will likely dodge out of the beam frequently.
2. Astral Wisp
-Apply 5s of Weakness and 5s of Vulnerability (3 stacks)
Why?
It feels like this skill is intended to benefit allies in melee range. By adding Weakness and Vulnerability the skill’s benefit is increased to melee fighters while also extending to attackers at range.
3. Ancestral Grace
-This is a very solid skill and I don’t think it needs any additions.
4. Vine Surge
-Apply 8s of Cripple and Poison (3 stacks)
-Apply 4s of Revealed
Why?
This skill just really needs some love. First off, 1s of Immobilize doesn’t really do much besides interrupt charging attacks. The addition of cripple would help to further impede the enemies’ movement. Poison is mainly there just to reduce the enemies’ healing but it also doubles as a minor DPS buff.
Now, Revealed. Currently our only source of it comes from Sic’ Em! which has to be used preemptively. By putting it on Vine Surge it allows us to bring one, maybe more, targets out of stealth instead of denying it to a single one. As far as balance goes, it’s already tricky to land Vine Surge on a target we can see, this would require us to hit one that’s invisible.
5. Sublime Conversion
-Cleanse/Convert a condition when allies pass through
OR
-Apply 1/2s of Resistance when allies pass through
Why?
This skill is currently only useful against ranged enemies or when used as a water field. This would simply add a bit broader use to it.
Thoughts? Suggestions? Objections?
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