A look at Staff Combat.
Posted: Fri Sep 22, 2017 11:54 pm
Staves are used for a variety of reasons in melee. The problem is that the tree is mostly a "rush to the mastery talent and you're done" deal. This is because:
A. For those who want to use them in melee (AB etc.) you're stuck with a staff without mastery for a little while unless you get lucky and find an Alchemist escort (or use addons to choose one as your first escort). The reason for this is that even if you rush out to the tree quick as possible, Staff Mastery is second in the tree after a talent these types of classes are unlikely to use (Why use a 5/5 110% Channel Staff instead of a 120% Rush of any level?) In comparison, Weapon/Dagger Mastery is almost always right there for you to have and you'll most likely have the stats for 1 point of it before Staff Mastery. Sometimes you start with a point in it already.
B. For mages themselves there is very little use in the tree. Channel Staff, even at a 5/5, is rarely worth it outside of things like being a source of Corona crits. You usually don't want to be in range where your other staff skills come into play, and the last two talents in the tree aren't worth the digging at all for some extra armor and a stun attack that'll always hit with heavy investment. In comparison, Psiblades are awesome for most classes that always use mindstars.
So, how do we fix this one? I've thought up a few ideas which may or may not be good.
1. Mastery talent should be the first talent in the tree, like Psiblades. Maybe put something in that more ranged classes can use (spellpower perhaps), maybe just make it a point tax for them.
2. Channel Staff could possibly be shuffled in to the second slot, but buffed in damage. An idea to make it at least a 1 point wonder is to give it an effect that depends on what element you have attuned your staff to (enemies can be Blinded with Light, Flash Freeze with Cold, etc.).
3. While Defensive Posture is a nice idea in theory for something likely to not have the best in armor, it isn't worth the points especially when it costs mana. An idea would be to take inspiration from Chants and raise Armor Hardness, or even provide protection from enemies a certain amount of spaces away.
4. Blunt Thrust should either be moved somewhere else in the tree or given a massive buff, as it is it isn't worth much at all. A cooldown reduction to make it able to work like Stunning Blow or Dual Attack, perhaps? It's still debatable if it's worth the dig even then. Another alternative is to replace it with another talent (something like current Bulwark's Repulsion may actually have some merit, swinging your staff around or something).
A. For those who want to use them in melee (AB etc.) you're stuck with a staff without mastery for a little while unless you get lucky and find an Alchemist escort (or use addons to choose one as your first escort). The reason for this is that even if you rush out to the tree quick as possible, Staff Mastery is second in the tree after a talent these types of classes are unlikely to use (Why use a 5/5 110% Channel Staff instead of a 120% Rush of any level?) In comparison, Weapon/Dagger Mastery is almost always right there for you to have and you'll most likely have the stats for 1 point of it before Staff Mastery. Sometimes you start with a point in it already.
B. For mages themselves there is very little use in the tree. Channel Staff, even at a 5/5, is rarely worth it outside of things like being a source of Corona crits. You usually don't want to be in range where your other staff skills come into play, and the last two talents in the tree aren't worth the digging at all for some extra armor and a stun attack that'll always hit with heavy investment. In comparison, Psiblades are awesome for most classes that always use mindstars.
So, how do we fix this one? I've thought up a few ideas which may or may not be good.
1. Mastery talent should be the first talent in the tree, like Psiblades. Maybe put something in that more ranged classes can use (spellpower perhaps), maybe just make it a point tax for them.
2. Channel Staff could possibly be shuffled in to the second slot, but buffed in damage. An idea to make it at least a 1 point wonder is to give it an effect that depends on what element you have attuned your staff to (enemies can be Blinded with Light, Flash Freeze with Cold, etc.).
3. While Defensive Posture is a nice idea in theory for something likely to not have the best in armor, it isn't worth the points especially when it costs mana. An idea would be to take inspiration from Chants and raise Armor Hardness, or even provide protection from enemies a certain amount of spaces away.
4. Blunt Thrust should either be moved somewhere else in the tree or given a massive buff, as it is it isn't worth much at all. A cooldown reduction to make it able to work like Stunning Blow or Dual Attack, perhaps? It's still debatable if it's worth the dig even then. Another alternative is to replace it with another talent (something like current Bulwark's Repulsion may actually have some merit, swinging your staff around or something).