FIRESTAFF: Skills, perks and passives IDEAS! please read

That the mages are too weak, everyone already knows.
Several posts have been created complaining about this for months, some with ideas on how to improve, others just complaining and unfortunately the only idea that amazon had was to huff the FS damage by 3.5% and the burn by 4%.

After talking to a lot of Firestaff users/lovers/whatever, i came with some ideas.
But first i’m going to compare FS to other weapons.

We can see by this comparison that Firestaff has no purpose on the game at the moment.
There are weapons with:
. better AoE attacks;
. better overall damage;
. better D.o.t effects;
. better range;
. better crowd control;
. better repositioning tool;

If you try to join a Dungeon group with a firestaff, people will laugh at you and won’t let you join it.
So we can conclude that firestaff has no purpose, there are better tools for anything it was intended to do. And there are even weapons that can make the whole thing Firestaff was supposed to do, but better (Bow).

Damage over time in this game is a weak mechanic because there is a lot of Healing over time skills/effects.
A Single healer with low focus can outheal a full stack burning from a firestaff with a single skill.
This is what we call Sponge damage, that’s why mages do a lot of points at OPR and even Arenas, but they can’t kill anything, it’s just a score farm.

Going by parts:

  • Pillar of Fire has good damage, small area of effect but OK, a bad target system and has no CC.

  • Meteor Shower is probably the worst skill in the game. It’s the only skill with continuous channeling, bad initial damage, bad overtime damage. This skill should be completely modified/removed, as they did with some Bow skills.

  • Fireball It’s without a doubt Firestaff’s best skill and I don’t see why modifying it.

  • Incinerate does ok damage, but is extremely risky to use and ultimately unrewarding. the CC applied is weak, you put yourself in a bad position, and the damage isn’t enough to blow anyone up.

  • Flamethrower is a skill that doesn’t require much skill play to use, it should be more PvE oriented. Its damage is very low, but it is a good tool to quickly stack burning. After the light armor nerf and the Greatsword release, this skill is not viable as it was in the arena.

  • Burn Out is a great repositioning skill, which is extremely necessary for fragile characters.
    What happens is that it doesn’t have GRIT and its casting time is too high for it to be really useful. Currently the bow, the hatchet and the Greatsword or SnS with their tracking, can stop the Burn out very easily.

6 Likes

So here comes the ideas:

  • Idea 1: After full stacking burning (5 stacks), Firestaff skills could cause additional effects like:

Pillar of fire : applys a 0.5-1 sec stun and clean the remaining stacks
Fireball : applys an explosive extra damage and clean the remaining stacks
Incinerate: Knock down enemy with full stack (like wrecking ball) and clean the remaining stacks
flamethrower: nothing, because it’s the main tool to stack burning.
Burn out: cause slow and clean the remaining stacks

*** Of course by assuming this idea, some tools of stack burning maybe should be removed or modified.

  • Idea 2: Pillar of fire doing slow effect to enemies hit by it (because it’s a AoE skill, it’s slow couldn’t be too powerful. maybe 10%-15% is ok) remember that it’s targeting is really poor and it’s hard to land it against few enemies.

  • Idea 3: Incinerate doing a stagger and slow effect: it should be a deffensive skill and like so, it should have debuffs to compensate it’s use. if you are in position to cast incinerate, you are melee with your enemies (which you won’t like to) so with additional effects, you can use it to reposition yourself or make a combo with your other skills.

  • Idea 4: Burn out weapon perk could include GRIT to this skill. it is a good tradeoff. you lose one armor perk slot on your armor to have this effect.

  • Idea 5: A new passive/ultimate: After 3 skill castings, the fourth one will have a stun effect on it (just like a little girl from another game =x )

  • Idea 6: If they decide to keep Meteor shower, it could have a big meteor at the end of the channeling, which causes a stagger

I don’t agree every weapon needs everything, stuns, staggers, etc.

I do like the idea of more gameplay on a target that’s burning though.

Every weapon except FS has one, no I don’t could LS as a weapon.

fire staff is alright, especially with the upcoming increase in dot dmg and base dmg.

but, yeah, i would def not include any form of cc into fire staff.
just doesn’t make sense, that anything fire staff does would cause a stagger, im much more a fan of it being a huge dps/dot machine. With 10% dots it’s going to be exactly that.

i think meteor shower is a great abilitiy, nothing tops fireball but meteor shower is solid rank #2 ability for me. flamethrower is very fun and is my rank 3, since it’s use is very situational and comes at risk of breaking stuns. i kinda learned to not do that when it could lead to an enemy escaping for free, since you only really have to watch out for friendly shockwaves which is actually quite doable.

burnout is a decent movement ability which also deals massive dmg.

incinerate is a very niche ability, huge dmg, but it’s melee. i just don’t see it fitting into a mage type playstyle. like if you’re going for a medium/heavy mage build you always wanna have your void and ice gauntlet with you, just gives you so much more at close range.

and pillar, it’s a fucking joke.
it deals as much dmg as a light attack including singe burn dmg.

and you’re not going to hit multiple targets if you don’t have free aim from a highground.
like someone playing 2000hours pillar can probably do work with it, but i don’t see it for me, since it’s hard, unreliable and not fun to use.

i mean, same dmg as a light attack, def needs a larger radius or high dmg impact, so that a good placed pillar really hurts, which it does not right now.

it can’t be a huge dps machine, because it’s skills are AoE. if the damage it too high, it would be too powerful.

The mechanics around burning i idealised, is not OP because it depends on stacking burning on the target to have the additional effect, and the effects are weak.
Bow has skills with more AoE damage than firestaff
Bow has a way longer range than Firestaff
Bow has 2 slow skills
Bow has a dot skill better than any other dot from firestaff (even with the small buff)
Bow has 3 D.oTs
Bow has 2 staggers.

it makes no sense that you don’t want some form of cc for Firestaff

and talking about Meteor shower. it is the worst skill of the game for sure.
I don’t know how do you like it.
Its damage is too low, its area of effect is good, and all the damage it does, is countered by a single sacred ground, beacon or even Orb of protection. only one skill that doesn’t need channeling can counter meteor shower.

Damage over time mechanic is very weak on this game where healers have passive healing skills.
some D.O.T skills are strong though, like poison arrow or powder burn (bow and musket skills)

i posted a table comparing the ranged weapons:

if you see, bow has 2 slows, 2 staggers, 1 knockback = 5 ccs
Musket has 2 slows, 2 staggers, 1 knockback, 1 exhaust, 1 root = 7 ccs
Ice gauntlet has 2 roots, 4 slows, 1 pushback, 1 knockback = 8 ccs
void gauntlet has 1 powerful root, 2 slow(one of them has 30%), 1 stagger = 4 ccs
Firestaff has = 1 stagger (from incinerate maybe?) = 0~1ccs

i want to deal 8k damage in 1hit like bow does, can i, amazon?

1 Like

lol

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