ARCdps measures cleanses, so staff looks good on the meters. Staff 5 can provide more regen than any dagger skills = more cleanses if traited in water. But at a loss of mobility, cc & utility via transmutes. Staff is also a much slower play style than d/d. Rev’s & FB’’s are much better at providing stability & alac doesn’t make a much difference in zerg - it’s nice sure, but… So it’s not better, it’s different (unless it’s just about padding meters, then go staff/staff)
Nice Video :) Staff is pretty good atm, but you are missing out a lot of value by staying in water so long. Pick Pyromancer's Puissance (Fire gm trait), the Flame Expulsion generated 10 stacks might with 25s duration in aoe. Blinding Ashes isn't that useful as Fire 3 already blinds now anyway. If you switch through your other attunements quickly you will get a lot of might from the flame expulsion and the fire aura, very good ranged cc from air 5 and earth 4 as well as the aura + transmute + stability from earth. This'll also generate a bunch of heal & cleanse anyway from the auras.
Thanks for your comments and advice. I stayed so long at the water in this POV, 'casue I wanted to show that you can be lazy and still efective ;) I gonna test Pyromancer's Puissance. At first look it seems more usful in Staff bulid than Blinding Ashes.
I've given up on playing my Support Tempest in Raids & Strikes because it doesn't feel good to give up stronger Heals for Alacrity. At least it looks more fun in WvW.
ARCdps measures cleanses, so staff looks good on the meters. Staff 5 can provide more regen than any dagger skills = more cleanses if traited in water. But at a loss of mobility, cc & utility via transmutes. Staff is also a much slower play style than d/d. Rev’s & FB’’s are much better at providing stability & alac doesn’t make a much difference in zerg - it’s nice sure, but… So it’s not better, it’s different (unless it’s just about padding meters, then go staff/staff)
Thanks for you comment! I agree that Staff Temepst has pros and cons if compare to dagger version.
Nice Video :)
Staff is pretty good atm, but you are missing out a lot of value by staying in water so long. Pick Pyromancer's Puissance (Fire gm trait), the Flame Expulsion generated 10 stacks might with 25s duration in aoe. Blinding Ashes isn't that useful as Fire 3 already blinds now anyway. If you switch through your other attunements quickly you will get a lot of might from the flame expulsion and the fire aura, very good ranged cc from air 5 and earth 4 as well as the aura + transmute + stability from earth. This'll also generate a bunch of heal & cleanse anyway from the auras.
Thanks for your comments and advice. I stayed so long at the water in this POV, 'casue I wanted to show that you can be lazy and still efective ;)
I gonna test Pyromancer's Puissance. At first look it seems more usful in Staff bulid than Blinding Ashes.
I've given up on playing my Support Tempest in Raids & Strikes because it doesn't feel good to give up stronger Heals for Alacrity. At least it looks more fun in WvW.
Build?
build and rotation you will fine here: ua-cam.com/video/EAcMubc0OWc/v-deo.html