Making the Staff viable + Suggestions
To me dust strike will never get the field component, but it is pretty useless now, since it does few damage and it’s easy to avoid.
I think it should be changed into “Dust Charge”: thief become a bolt of dust (same animation of druid – the blue healing ball) that travels to a location blinding foes he passes by and dealing AoE damage and blind when he lands.
Basically it’s the same skill of the druid but instead of healing + healing splash it does blind+blind splash and dmg.
To me dust strike will never get the field component, but it is pretty useless now, since it does few damage and it’s easy to avoid.
I think it should be changed into “Dust Charge”: thief become a bolt of dust (same animation of druid – the blue healing ball) that travels to a location blinding foes he passes by and dealing AoE damage and blind when he lands.Basically it’s the same skill of the druid but instead of healing + healing splash it does blind+blind splash and dmg.
Which would also solve the gap closer problem, while not being too similar to s/x or d/p gap closers. Very good and reasonable Idea.
(edited by Bleak.5796)
I don’t really see not having a gap closer as a problem, considering you have other weapons and skills for that.
I also don’t think staff should have a smoke field due to it being a non-stealth weapon/playstyle. Others have suggested having a dark field on it to make it more unique. Here are my suggestions for dust strike:
Make it a wall for 1.5 seconds that destroys projectiles, basically smoke screen but without the field. (Or make it a dark field)
Make it a PBAoE circular blind.
Increase the radius so that it’s a cone and make it destroy projectiles coming your way.
Or keep it this way, I’m fine with having a damaging blind that pierces.
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
I don’t really see not having a gap closer as a problem, considering you have other weapons and skills for that.
I also don’t think staff should have a smoke field due to it being a non-stealth weapon/playstyle.
I’m inclined to agree with you. Everyone plays d/p, so they think that a weapon without easy access to stealth is useless. The sheer mobility of the staff makes it much easier to avoid damage as long as you play well.
I think that the staff is in a decent place. The only thing is the #4, which will probably be used just as much as dagger #4 and pistol #2, i.e. almost never. Why spend time and initiative using it when there are so many better options?
I don’t really see not having a gap closer as a problem, considering you have other weapons and skills for that.
I also don’t think staff should have a smoke field due to it being a non-stealth weapon/playstyle.
I’m inclined to agree with you. Everyone plays d/p, so they think that a weapon without easy access to stealth is useless. The sheer mobility of the staff makes it much easier to avoid damage as long as you play well.
I think that the staff is in a decent place. The only thing is the #4, which will probably be used just as much as dagger #4 and pistol #2, i.e. almost never. Why spend time and initiative using it when there are so many better options?
Would you pick Staff over S/D, though? Weakening Charge and Vault lock you into animations without Evade Frames nor the ability to interrupt them by dodging.
Since we didn’t get a new class mechanic that synergizes well with our new weapon, we have to compare Staff to S/D – and we all now that S/D with proper traits is sick.
Edit: A big plus for Staff would be the combination of Staff Master and Escapist’s Absolution. The latter is just too good to not be taken, but Staff Master is amazing, too. imo
(edited by Bleak.5796)
I’m inclined to agree with you. Everyone plays d/p, so they think that a weapon without easy access to stealth is useless. The sheer mobility of the staff makes it much easier to avoid damage as long as you play well.
I think that the staff is in a decent place. The only thing is the #4, which will probably be used just as much as dagger #4 and pistol #2, i.e. almost never. Why spend time and initiative using it when there are so many better options?Would you pick Staff over S/D, though? Weakening Charge and Vault lock you into animations without Evade Frames nor the ability to interrupt them by dodging.
Since we didn’t get a new class mechanic that synergizes well with our new weapon, we have to compare Staff to S/D – and we all now that S/D with proper traits is sick.Edit: A big plus for Staff would be the combination of Staff Master and Escapist’s Absolution. The latter is just too good to not be taken, but Staff Master is amazing, too. imo
You raise a good point about staff #2. For it to feel good, short of having evade frames itself, which I don’t think is likely or necessary, but unlike heartseeker, I thinker it should be cancellable, perhaps similar to the way the pistol whip works, where simply tapping a movement key again cancels the skill.
As for how staff compares to s/d, I see staff as more of a burst weapon than s/d. If you do manage to land a stealth attack and knock down your foe for 2 seconds and then land a vault, or better yet, a fist flurry > palm strike, they should be almost dead by then.