Staff 2 and 4 need improvement
my feedback for staff 2 and 4 after BWE3 was:
- allow staff #2 wisp to pulse damage in an aoe, as it spins around the target; this would give staff some much needed aoe
- give staff 4 a 2s immob if keeping the same cast time
Irenio actually buffed staff 4 immob to 1.5s, which was a huge improvement. ive already made some good plays with it, and come to think of it, 2s might have been a bit much. but maybe not
solar beam is just fine the way it is. it does massive damage with the right build (you know the one), and it gives new instances of heals which proc Lingering Light all the time. adding burning to it would be extremely over the top for pvp.
I would just like staff 2 to do some more damage. its heal is really powerful though, with some healing power.
Solar Beam – Imo, add a 0.5s burn to each tick so you don’t miss out on the damage if you stop attacking before reaching the 3rd pulse. I worked out that this alone would make Apothecary gear do very near the same DPS as Clerics, so its not high at all, but makes it viable.
Astral Wisp – I think we already have enough vulnerability and this skill is prime for some pet effects. I was thinking pet attacks against foes with an attached wisp apply Poison for 2s. What do you think?
Vine Surge – Totally agree with what you are saying except that I think it would be just amazing if it spread out in all directions from your target. Remove the current targeting and just have it work on a target or even circular ground targeting.’
As for GoU, I’m thinking that it would actually do insane damage in the right situation. I was thinking about skelk on SSCove where I farm, I can take on at least 5 at once in zerker gear, using harpoon gun underwater(, do the glyphs work underwater?) If you work out the damage it is putting out, its pretty massive. Each time one hits you, each of them take the damage, so if each one hits you once, they all take the damage 5 times, for my build, that is 5 packets of 520 damage or 2600 total, 3 or so attacks and they are dead just from that less if they crit. This skill means we can also farm mobs in tanky gear as long as it has Power on it and still kill in a reasonable time. Combine it with Axe OH/Quick Draw canceling for 50% uptime on Retaliation too.
I would not complain about some more damage on it, though