Firestaff is dead

This is blatantly untrue. Either you’re lying or…well, for you I hope that’s the case… In no way shape or form could you even be able to “think” you’re doing more damage than before. and the fact that you use flamethrower, well, maybe it is the latter.

I have played the firestaff since closed beta. It really feels like they dont want any form of ranged weapons, but then there is the void G from the patch. so i just think they need to play the game and actually know how the weapons play imo.

Its not dead. Adjust your play style.

this is the worst reply… basicaly you are saying: dont use the playstyle you feel confortable with… i have a better one for you. just dont play the game

Read it again, I said adjust.

I’ve been tickling entire endgame in PvP with the bow/musket

I’m talking less than 1k crits with roughly 350dex and 550+ gs weapons

all caster are dead, DEvs hate casters. 2 button lol axe/ahmmer ftw

I get what you are saying but I would say that there is a greater chance that Great Axe users miss their target then ranged, especially if they are weaving and bopping in a zig zag. I get that they do not want these melee bruisers to get one shotted on the melee line and that when they do catch up with mage (who will also likely weave and bop) should take a huge blasting with the Great Axe. For me, I feel the greater problem is the idea they have these incredible gap closers which when paired with dodge cancelling and haste, they could be on top of you extremely quickly. This for me is were the problem exist for ranged classes, not just mages.

In the same token that most Great Axe players will explain to learn to run or learn to dodge/guard. The same should apply for them, so if a fireball is heading for them, they should dodge or block rather then continue to left click their way to you and then sure, if they get close enough to you because you did not run, its going to hurt!

At least you have your preferred weapons. My preferred weapons have yet to be implemented, if they ever will. Daggers and Blunderbuss.

The problem is fireball is much easier to dodge than something like reap. Which not only does more damage but also interrupts you. Meaning you cannot cast burn out or incinerate since GA always have an interrupt ability that almost certainly means death for you. If mages actually did damage then at least the trade off would make sense. But when it takes 10+ hits to kill someone that has amazing gap closers and can wipe you out in 3-4 hits, it’s not even worth playing

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I am reading now that burn stacks are doing far less damage than they should be even post nerf, while the musket burn stacks are doing huge numbers in comparison. WTF

I agree with you even if my previous post did not articulate that. Its a crazy juggle, but for me, it sounds more like they should either increase damage or get rid of all the gap closers, especially the left click ones. I have seen these gap closers used for racing someone to a gathering node too. I think if they do use a gap closer, it should lock them into an non cancellable animation to where they come to a halt briefly before they can move again in the same way a Cheetah can sprint but eventually gets exhausted.

Their balancing is just terrible to be honest.

Looks pretty balanced to me

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I saw these videos too and the mage radius that was demonstrated is shorter and GA can gap close further. However, what is not being seen is the mage running away and the GreatAxe person catching him while mobile. I think a better illustration would be a mage running and the GreatAxe person dodge cancelling and gap closing in on the mage.

Oh don’t worry I see it all the time in third person perspective when I’m getting chopped from behind
There’s no running away from them
All the greataxe users talking about how mages can kite them forever are just trash players that don’t know how to gap close
Mage has 2 options: either start running away at the beginning of the fight and never turn around
Or throw a few light/heavy attacks at the GA and jump into the grave

In what context? Open world, war or opr?

Game is obviously not balanced around open world pvp. Wild west.

In team pvp it is balanced around team comps. You need healing, tanking, ranged and melee dps, and cc. Your team saves CC to protect their healers and ranged from dive, just like in a moba. You use burn out, ice block, ice shower, rapier mobility, or musket dodge haste, musket slow, spear slow, etc to give the small advantage you might need to buy time for your team to help.

GA might have too much mobility but if I have Zephyr bread in OPR they usually lose interest in chasing. Nor do I attempt to 1v1 them ever, and don’t engage if I don’t have some of my team around. When I do have my team around, I do lots of work. I’ve respec’d again to Pillar/Fireball/Flamethrower in light and I love it. Firestaff continues to be one of the main weapons I see people use in OPR.

Are you foreal?

Really interested in how they will implement a Blunderbuss, but if one thing is for sure, should it deal comparable damage to the GA you can be sure it get’s the FS treatment. :joy:

The staff can have sustain via the fire circle perk that gives 37% mana regen/8 sec. That also heals, albeit a teeny amount.

The tough thing is the rng to craft one with intel + the correct mana perk.

Yeah, I was using LS/Hachet, no good against angry earth, so went FS/VG, did even worse. With the poison, angry earth is just terrible.