Why on Earth would I want to maintain melee range?
Staff is a melee weapon. That’s how it does damage. Auto-attack being its primary source of damage.
I do not want to waste a dodge
Initiative is a much more difficult resource to come by than endurance as a Staff DD.
if I need to avoid an attack or AOE as the dodge will very likely pull me AWAY from the opponent and the damage wasted.
You can choose the direction in which you dodge, you don’t get to choose the direction in which you roll with staff 3.
Dodges are going to be used to do damage and wasting them to get away from an attack and away from an enemy is not an efficient use of them.
This goes back to you can choose the direction you dodge. You can evade AoE while still applying pressure to your target.
It is not the same. Stop mentioning withdraw. it has no bearing on arc. One is a weapon skill one is a heal/ they have nothing to do with one another.
Debilitating Arc: Strike enemies in front of you, roll backward and evade, breaking immobilizing effects.
Withdrawl: Roll backward while healing and evade attacks. Cures immobilized, chilled, and crippled.
Youtube the animations.
One costs 18 seconds, the other one costs 25% of your initiative plus whatever you use to close the gap again. Which you’ll have to do, unless you plan on retreating or swapping to a ranged weapon. Were trying to promote staff synergy, not rely on weapon swaps to make up for it’s pitfalls.
S/d is also a melee weaponset. it too has a skill that pulls you out of battle.
Which is the #2 skill not the #3 skill. Debilitating Arc is the #3 Skill on Staff.
How is this functionally different from Arc?
Because Debilitating Arc is not the #2 gap closer most Thief weapons have. It’s the #3 Defensive ability that unlike all of the other #3 defensive abilities removes you from the range in which you can do damage. That range will cost you more to close it again.
Here are some #3 Weapon Skill references:
Death Blossom: Evades while stacking bleeds and dealing damage in an AoE area – Still maintains pressure while evading. 4 Initiative.
Shortbow: Disabling Shot – Cripples with an evade at range (This is essentially what the staff is doing for us right now) but the Shortbow is ranged damage. Maintains Pressure – 4 Initiative
Pistol Whip: Stun followed up with high DPS while evading – Maintains Pressure – 5 initiative
Shadow Strike: Apply torment, shadow step away from your enemy (600 range) and deal damage. P/D is RANGED DAMAGE Maintains pressure 4 initiative.
Shadow Shot: Fire an UNBLOCKABLE blinding shot at your foe, then shadowstep to them for a dagger strike. Gap closer, maintains pressure 4 initiative.
Debilitating Arc: Minor damage, cripple, evade, immobilize removal. – Lose pressure – 4 Initiative
[VLK] – No one ever complains about bad Thieves, they die.