Staff is too weak
Yes, I was intrigued so tried it and was a bit underwhelmed.
Skill 5 is strong but I usually swap weapons mid cast
Staff 5 is pretty much the best skill.
Can’t say much for the auto-attack however…
Staff 2 could use more power, such as granting a 1 second daze plus the current weaken effect if you land Punishing Sweep correctly.
Staff 3 is a neat skill, maybe have it drop healing orbs during its duration?
Staff 4 needs to be mobile while channeling, perhaps it does damage at the end as well to foes?
That’s all I got.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
Staff is good. Heals 1.9k with 0 healing power with skill 4 and deals average damage compared to Revenant weapons.
Problem is hammer. Weaker then Guardian’s scepter at launch.
reminds me of the DAOC friar. Great idea poor execution
Everything is too weak at this point. It’s like hitting enemies with a wet towel.
~Sincerely, Scissors
yea the door in foefire was laughing at me
Biggest issue I see with staff is that it looks like a really good support weapon, but it requires you really to be within melee range to do that and with one short range gap closer on a 20 sec cd and no way to slow a target…very difficult in anything other than PvE do accomplish that goal of support. Can keep yourself relatively clean of conditions and stuff, but if you can’t slow a target it just doesn’t matter. I mostly sPvP and WvW and i have a lot of trouble with the idea of using that
I actually think staff is the best of all the other options.
Hammer is horrible and maxe/axe is meh.
Anet is REALLY BAD at balancing autoattacks across classes.
Warriors, thieves, and fire/air attunement elementalists have potent autoattacks, while mesmer, necro, ranger and now revenant have weapons with pathetic autoattack damage.
They really don’t understand the importance of autoattacks to sustained DPS and the need for autoattacks to be relatively equal across classes.
I found staff lacking in the damage area, but my, that thing can heal. Guardian Mace can’t come even close if you can walk over all those orbs.
It’s a nice thing to use when you are mostly distracting the enemy so others deal the brunt of the damage.
Problem is, GW2 SUCKS at detecting participation. Keep an NPC alive, the event sucees ONLY because of you, and you may not get event participation while some random passerby that hit something 2-3 times gets full participation.
People will not use the staff in open world because of this, until event participation is properly determined and rewarded.
Staff is pretty, but way too weak. Since we can’t weapon swap and will only be getting who knows how many weapons in total, they can’t get away with it just being “that healer spec weapon.” It needs to be solid in DPS builds as well.
I think this is the problem with all the weapons so far, each definitely does seem geared 95% towards a single build, which is just lazy lazy lazy developing. The simplest solution here is to have a single line item on each ability that will flip based on the Legend you have active, similar to the buffs that Elementalist get on some of their abilities. It needs to make it so that when in Ventari stance, yes, the Staff will provide awesome heals and weak DPS, fine, but then if you switch over to Mallyx it’ll start pumping out damaging condis instead.
The staff can always offer slightly better healing than other weapons, similar to Water stance in Eles, but it should still be competent damage dealing in other Legends.
you spend complaining about it on the forums, you’d be
done by now.”