FS and IG have some of the most counter intuitive kits in the entire game. I’ve been playing this specific build since release, and have only recently decided to switch off the fire staff after this revelation. Don’t believe me? Let me break it down:
Mana Management
-Across skill tree perks and weapons/armor, fire staff has EIGHT mana recovery tools in its kit. This is from weapon tree and efficient burn out alone.
-Ice gauntlet has a modest 4.
That’s not even including jewelry like brilliant, mana recovery, etc. or weapon perks like siphoning or mortal siphoning.
I personally only use flare and storm summoner. I also use efficient burnout, but only for the %dmg increase, and that is more than enough, I’ve never lost a single fight due to being out of mana since I also use healthy toast as any mage should. This all equates to wasted potential.
Lack of Crowd Control / Utility
- Ice gauntlet has 1 melee range stagger, 2 slows, 2 roots.
- Fire staff has nothing.
Heavy freeze is hands down the worst CC combo in the entire game. You have to cast an ability, wind up a very telegraphed heavy attack, and then land it. All for a 1 second root that holds almost zero potential for you to unload damage if your target has stamina. That’s 3 inputs for 1 outcome. Compared to a very underrated Social Distancing in the hatchet tree, you do 1 input for 6 outcomes. You get a leap backwards, invulnerability during that leap, haste, then your target gets staggered, rooted, and slowed. Now that’s value. The main difference here is that mages have to sweat for a 1 second root. Roots in other weapon’s kits are like a side benefit or reward for just hitting a single ability.
Edit: Social Distancing also gives CD reduction for that ability on hit and reduced stamina cost on your next dodge from Adrenaline Rush. So I guess it’s actually 8 benefits from a single action.
Mobility/Stamina Management
-Fire Staff has burnout as it’s main mobility move and has some haste, but it’s almost entirely negated by self slow on autos and abilities
-Ice Gauntlet is the same, but also has entomb.
Burnout is a decent ability but the real threat to a mage’s mobility is the self-slowing on all attacks and abilities. When this is paired with the fact that all of the mage’s highest DPS moves like ice spike and flamethrower are melee ranged, mobility clearly becomes a necessity that is lacking in the kit. Dodge translation nerfs and shirking energy nerfs means that this playstyle is extreme risky for the reward of maybe killing an already low health opponent.
Conclusion
So many other weapon skill trees synergize much better than FS/IG does with its self and with each other. The weapon feels like it was designed for early leveling and non-competitive PVP and as the meta has shifted away from roots and away from burst combos and towards utility and value per attack investment, FS/IG has clearly fallen behind. It says a lot that the only things keeping FS relevant were two unintended changes that were abused to the max. IG’s nerfs to ultimate chill and weakening gust has had it’s utility almost entirely removed, even it’s slows are nothing special since literally every melee attack and ability apply slow now.
Thoughts or disagreements?