Maintenance for the week of December 2:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
Destro Changes are a missed opportunity.
They could have done better with the Destro Staff changes. The changes they implemented also are totally mismatched towards builds that utilise them.
Recommended identity of each staff:
Inferno Staff:
Boosts single target damage over time effects by 15%. Not including channeled skills. Heavy attack applies fire DoT. (This was a good change by the devs).
Lightning Staff:
Boosts direct area of effect damage and also boosts channeled abilities and tether skill damage by 15%. This would mean that its heavy attack still gains something while also giving it a unique synergy with skills such as Detonating Siphon, Vamp Drain and Soul Tether.
Frost Staff:
Boosts damage of area of effect damage over time abilities by 15% and increases their durations by 4 seconds. Also grants damage shields on heavy attacks as it currently does.
Unique Skill Changes:
Force Shock removed for all staves.
Replaced with:
Inferno Staff:
Fire Blast: A ball of fire that deals additional damage over time.
Lightning Staff:
Lightning Shock: An instant bolt of lightning that chains to another target within 4 meters of the main target.
Frost Staff:
Frost Burn: Not a DPS spammable as Clench already exists. Instead a single target DoT that functions as an execute. Having 2 spammables on one weapon doesn’t make sense and Clench is far superior for flavor.
Not sure on morphs.
Elemental Wall:
Fire wall and morphs deal more damage for every enemy affected by Burning within its AoE.
Lightning wall has increased burst with its unstable explosion. While blockade has increased Concussion chance.
Frost Wall keeps its shields for unstable but Blockade has increased chance to apply Chilled.
Impulse:
Flame Impulse and Pulsar remain the same. Elemental Ring deals extra damage against Burning targets.
Lightning Impulse and morphs remain as is.
Frost Elemental Ring leaves behind an icy mist that deal AoE damage over time for 10 seconds. Pulsar changes light attacks and heavy attacks into AoE pulses while it is slotted.
Reach and Clench remain as is.
Weakness to Elements and Drain stays as is. Susceptibility slightly changed to only apply the respective status effect matching its staff type while also boosting damage taken from that type by 10% for the duration.
Elemental Rage:
Fiery Rage: Always applies Burning and deals more damage for every enemy in its area.
Eye remains the same.
Thunderous Rage changed to always apply Concussed and increased Critical Damage. Eye remains the same.
Icy Rage: Applies Major Brittle and immobilises.
Eye increases damage of other Frost abilities by 10% while active and has 4 seconds increased duration.
A long post I know but the changes as they currently are just don’t fit with what players want and some don’t make any sense at all. I used to think that the staves needed splitting up, but I no longer think this. Simply because with a bit of creativity each staff can really shine on its own without the need to split.