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rest in piece lootstick


Dethl.2875

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who knows, maybe it'll still be meta. good thing there's no giant domes are anything around zergs.

 

auto 1 is single target, 1200 range, 0.5s cast, projectile

auto 2 is same as auto 1, but is a 3 target 120 radius aoe when it hits the target

auto 3 is auto 2, but 5 targets 240 radius.

 

auto 1/2 travel pretty fast as far as projectiles go, auto 3 only has a 50cc engine in it and can only do pinewood derbies

 

orb got changed into a druid astral 3 type thing i guess, with no finisher.

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> @"Dethl.2875" said:

> who knows, maybe it'll still be meta. good thing there's no giant domes are anything around zergs.

>

> auto 1 is single target, 1200 range, 0.5s cast, projectile

> auto 2 is same as auto 1, but is a 3 target 120 radius aoe when it hits the target

> auto 3 is auto 2, but 5 targets 240 radius.

>

> auto 1/2 travel pretty fast as far as projectiles go, auto 3 only has a 50cc engine in it and can only do pinewood derbies

>

> orb got changed into a druid astral 3 type thing i guess, with no finisher.

 

I parked mine on the first Nerf!!!

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> @"Dethl.2875" said:

 

> auto 1/2 travel pretty fast as far as projectiles go, auto 3 only has a 50cc engine in it and can only do pinewood derbies

>

 

auto 3 is a homing projectile so no worries as most staff use prior was 300 range anyways

 

Basically, guard got a default ranged weapon option for WvW pirate ship meta when firebrand tomes are on cooldown. weee

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Staff got buffed, guys. Relax. You certainly aren't gonna kill yourself with reflects as a minstrel guard, and usability has gone way up. If you hadn't noticed, you can now easily blast your own light field while applying heals/some small range pressure in a 240 radius. Additionally, the extra healing and boon duration on Empower is welcome.

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> @"Optimator.3589" said:

> Staff got buffed, guys. Relax. You certainly aren't gonna kill yourself with reflects as a minstrel guard, and usability has gone way up. If you hadn't noticed, you can now easily blast your own light field while applying heals/some small range pressure in a 240 radius. Additionally, the extra healing and boon duration on Empower is welcome.

 

haha now everyone knows =)

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> @"Dethl.2875" said:

> orb got changed into a druid astral 3 type thing i guess, with no finisher.

Not true, staff 2 has an unlisted blast finisher.

 

Ever since the nerf from 600 range auto attack down to 300 range, it was no longer a loot-stick since 300 is just two steps away from melee range. What staff has become now is much better of a loot stick than that pitiful 300-range cone.

 

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It's not RIP, I believe the positives far outweigh the negatives.

 

* 1,200 range aa able to help hit cannons/oil, put pressure on targets at range - _tag all the things!_

* Skill #2 is an un-listed _blast_ finisher which means drop that in any _water/light fields_ for **heal/condi cleanse**

* Skill #2 being an AoE place it when and where you want it - _tag all the things!_

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> @"Arcaedus.7290" said:

> > @"Dethl.2875" said:

> > orb got changed into a druid astral 3 type thing i guess, with no finisher.

> Not true, staff 2 has an unlisted blast finisher.

>

> Ever since the nerf from 600 range auto attack down to 300 range, it was no longer a loot-stick since 300 is just two steps away from melee range. What staff has become now is much better of a loot stick than that pitiful 300-range cone.

>

 

> @"Zephyra.4709" said:

> It's not RIP, I believe the positives far outweigh the negatives.

>

> * 1,200 range aa able to help hit cannons/oil, put pressure on targets at range - _tag all the things!_

> * Skill #2 is an un-listed _blast_ finisher which means drop that in any _water/light fields_ for **heal/condi cleanse**

> * Skill #2 being an AoE place it when and where you want it - _tag all the things!_

 

Hopefully they are being back more of the benefits of blasts so it may become more prevalent.

 

I wonder if more weapon tweaks along this line will happen.

 

What is the cool down of Staff 2?

 

 

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> @"Strider Pj.2193" said:

> What is the cool down of Staff 2?

 

Un-traited: 8 seconds

Traited (_Honorable Staff_): 6 1/2 seconds

 

Well, I always liked using blast finishers. Felt a bit more active instead of "press 1 button get a million boons" (admittedly it's probably better this way due to the un-responsiveness of skills during massive laggy zerg fights). Back in the oldschool days where coms would ask for fire fields blast might, drop static for swiftness etc. I still carry a hammer on my guard whenever someone drops a lightning field. Yes, also look forward to slight changes in other classes weapons.

 

 

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> @"Zephyra.4709" said:

> > @"Strider Pj.2193" said:

> > What is the cool down of Staff 2?

>

> Un-traited: 8 seconds

> Traited (_Honorable Staff_): 6 1/2 seconds

>

> Well, I always liked using blast finishers. Felt a bit more active instead of "press 1 button get a million boons" (admittedly it's probably better this way due to the un-responsiveness of skills during massive laggy zerg fights). Back in the oldschool days where coms would ask for fire fields blast might, drop static for swiftness etc. I still carry a hammer on my guard whenever someone drops a lightning field. Yes, also look forward to slight changes in other classes weapons.

>

>

 

Let's hope. :smile:

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