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Old Mar 24, 2009, 09:56 PM // 21:56   #1
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Default Eldritch Staff

Currrently it is:

Energy +15 - 5 more points of energy, not a big deal really.
Fire Dmg: 11-22 (requires 9 Divine Favor)
Halves skill recharge of spells (Chance: 20%)
Halves casting time of spells (Chance: 10%)
Enchantments last 20% longer Not a good trade off in my opinion.

It needs +30 health in my opinion. Otherwise it's not likely anyone will use it. Why use this instead of say the Scar eater? Ok it has 10% casting to all spells. What am I missing?

Scar Eater:
Energy +10
Fire damage: 11-22 (req. 9 Divine Favor)
Halves casting time of Healing Prayers spells (Chance: 20%)
Halves skill recharge of spells (Chance: 20%)
Health +30
Health +30

Last edited by SS Necro; Mar 24, 2009 at 10:00 PM // 22:00..
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Old Mar 24, 2009, 10:03 PM // 22:03   #2
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I highly doubt Anet is going to change mods on greens. There are so many other green weapons that have horrible mods but they are still there. There is a lot more problems with GW then one particular weapon with crappy mods (in your opinion). Greens IMHO arent all that great anyway. If you really want that particular green (Ancient Moss Staff) then go farm it or buy one and put your own mods on it. Personally my casters (atleast any that use quite a bit of enchantments) usually get enchantment mods on it. Unless your in PVP +30 health really isnt that big of a deal. If you're gonna wipe, you're gonna wipe regardless of that mere 30 health.
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Old Mar 24, 2009, 10:06 PM // 22:06   #3
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Okay, why don't use the Scar Eater?
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Old Mar 24, 2009, 10:08 PM // 22:08   #4
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I looted the Eldritch Staff last night after completing the dungeon. I have Scar eaters and it's the only staff my monks use. It just bothered me that a dungeon reward was so useless. GW/Anet asks for input, soooooooooooooooooooo

And don't get me started on the look.. UGH

Last edited by SS Necro; Mar 24, 2009 at 10:12 PM // 22:12..
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Old Mar 24, 2009, 10:09 PM // 22:09   #5
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In my opinion, the Scar Eater isn't one of my perferred monk stalves. I have three that I would choose over it (unless I'm 600ing) because, quite frankly, I dont NEED the health. If I can squeeze an extra 5pts of energy out of a staff in exchange for 60 health, I'd most certainly do it.

Also, in a day and age where HB monks are the perferred method of healing, enchantments lasting 20% longer can be quite appealing.

Personally, I dont use either. I have a Staff of the Forgotten that gives:
Energy +15
Holy Dmg (req 9 Healing)
Halves recharge 20%
Energy +5^50
Health +30

I really love this staff for the extra 10 energy (because I hardly ever go below 50% health!) and I get 30hp to boot!
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Old Mar 24, 2009, 10:12 PM // 22:12   #6
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Quote:
Originally Posted by SS Necro View Post
GW/Anet asks for input, soooooooooooooooooooo
Fair enough
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Old Mar 24, 2009, 10:12 PM // 22:12   #7
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Staffs with 20% Enchanting are great for running and farming. Mostly on Permasin, Eldritch Staffs are great for any kind of crap like that, like a Droknar's Earth Staff or a Yakslapper. +15 Energy is a great bonus, so are the skill recharge chances.

There are tons of other green items that are virtually useless to your or my opinion, though they all usually fit into one build or another. Green items just save you the hunting for a weapon and all its parts.

+20 Enchant is much better and valued among players than some 30 health. A rune won't get you that. Ideal for almost everything.

Last edited by Edge Igneas; Mar 24, 2009 at 10:15 PM // 22:15..
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Old Mar 24, 2009, 10:13 PM // 22:13   #8
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Well to be honest, you're right. It's just you do a dungeon, (and not all players breeze through things) and the rare reward is, well crap. Kinda makes ya feel like why bother. To be even more honest, if GW2 follows the same plan, it's not going to be well received.
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Old Mar 24, 2009, 10:46 PM // 22:46   #9
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staves are used for casting enchantments. if you're not gonna have a 20% enchant mod on a staff you'd get better spell efficiency from a 40/40 and you'd get better defensive mods from a spear/shield set.
lrn2 weapon swapping/efficiency and you won't have to waste your time asking anet to change random greens to accommodate your lazy/poor play style. in addition to wasting less time you might just get bettar at guild wars (omg the ultimate test of bravery >=D )
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Old Mar 24, 2009, 10:51 PM // 22:51   #10
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Quote:
Originally Posted by Rhamia Darigaz View Post
staves are used for casting enchantments. if you're not gonna have a 20% enchant mod on a staff you'd get better spell efficiency from a 40/40 and you'd get better defensive mods from a spear/shield set.
lrn2 weapon swapping/efficiency and you won't have to waste your time asking anet to change random greens to accommodate your lazy/poor play style. in addition to wasting less time you might just get bettar at guild wars (omg the ultimate test of bravery >=D )
so VERY much agreed

weapon swapping is your bestest BFF in t3h wh0le wide w0rld!!!!!!! no sarcasm, btw.

on a serious note, no, there are too many greens out there as-is that gives you enough utlity if you can't seem to go with gold and mod them as you see fit.

anyways, that's just my $.02 on it.
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Old Mar 24, 2009, 10:56 PM // 22:56   #11
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Quote:
Originally Posted by SS Necro View Post
Well to be honest, you're right. It's just you do a dungeon, (and not all players breeze through things) and the rare reward is, well crap. Kinda makes ya feel like why bother. To be even more honest, if GW2 follows the same plan, it's not going to be well received.
Just wait, it gets worse. Try doing a dungeon in HM and both drops being onyx or diamonds, that will really piss you off. It happens to me and everyone else all the time, finish a dungeon and get a junk drop. It's just part of the game and we all have to deal with it. If you don't like your green and have no use for it, then sell it, problem solved.
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Old Mar 24, 2009, 11:19 PM // 23:19   #12
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90% of the greens in GW are usless.
no new news.

weapon swap is your deff friend.

@ lord of blame:
Thank [shadow form] and the Voltaic Spear farmers for Onyx/Diamonds being worthless.
The day someone actually runs a balanced build in Slavers again will be amazing.

Last edited by Rak Orgon of Beowulf; Mar 24, 2009 at 11:24 PM // 23:24..
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Old Mar 24, 2009, 11:20 PM // 23:20   #13
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Quote:
Originally Posted by SS Necro View Post
and the rare reward is, well crap. Kinda makes ya feel like why bother.
Who said the stuff from the chest had to be rare? And people do the dungeons for the title + rep. Drops come later.
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Old Mar 24, 2009, 11:35 PM // 23:35   #14
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Quote:
Originally Posted by Covah View Post
Who said the stuff from the chest had to be rare? And people do the dungeons for the title + rep. Drops come later.
agreed.................................
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Old Mar 24, 2009, 11:53 PM // 23:53   #15
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Interestingly, the Eldritch staff has been my main staff on my Monk character for pretty much 12 of the 14 month's since I created my monk. I like it for it's all-roundedness. It can be used in both healing and prot builds, to good effectiveness. I never bothered with the Scar Eater, and gave all my heroes Kekpkhet's Refuges, for the same reason I like the Eldritch Staff really: It's all-roundedness. In my opinion, the +20% enchtant mod on it contributes greatly to that. Nearly every monk bar has some kind of enchantment on it, and increasing it's length with 20% often means increasing that skill's effectiveness with 20%.

Recently, I've changed to a max gold Q10 DF Embercrest staff, which I had dropped after killing Cyndr. Ít now has the following stats:

Inherent:
HSR 20%
Energy +10

Added:
+5 Energy staff head
5^50 energy inscription
+20% enchantment staff wrapping.

As you can see, I clearly favor the bonus energy above health on my staff in pve. My monk's health is at 550 at the moment, caused also by a superior vigor rune. I'm comfortable with that.

~Meridon
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Old Mar 25, 2009, 01:17 AM // 01:17   #16
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Quote:
Originally Posted by Meridon View Post
Interestingly, the Eldritch staff has been my main staff on my Monk character for pretty much 12 of the 14 month's since I created my monk. I like it for it's all-roundedness. It can be used in both healing and prot builds, to good effectiveness. I never bothered with the Scar Eater, and gave all my heroes Kekpkhet's Refuges, for the same reason I like the Eldritch Staff really: It's all-roundedness. In my opinion, the +20% enchtant mod on it contributes greatly to that. Nearly every monk bar has some kind of enchantment on it, and increasing it's length with 20% often means increasing that skill's effectiveness with 20%.

Recently, I've changed to a max gold Q10 DF Embercrest staff, which I had dropped after killing Cyndr. Ít now has the following stats:

Inherent:
HSR 20%
Energy +10

Added:
+5 Energy staff head
5^50 energy inscription
+20% enchantment staff wrapping.

As you can see, I clearly favor the bonus energy above health on my staff in pve. My monk's health is at 550 at the moment, caused also by a superior vigor rune. I'm comfortable with that.

~Meridon
i prefer +30 w/ healing, +20% enchants w/ prot. personally, i have 650 health while not on 40/40 or a 40/20+30/20% staff and i monk just fine w/ 35 energy (on my low set, of course) you just need to learn how to manage your energy, is all, and you'll be fine.
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Old Mar 25, 2009, 01:21 AM // 01:21   #17
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Quote:
Originally Posted by Rhamia Darigaz View Post
staves are used for casting enchantments. if you're not gonna have a 20% enchant mod on a staff you'd get better spell efficiency from a 40/40 and you'd get better defensive mods from a spear/shield set.
lrn2 weapon swapping/efficiency and you won't have to waste your time asking anet to change random greens to accommodate your lazy/poor play style. in addition to wasting less time you might just get bettar at guild wars (omg the ultimate test of bravery >=D )
Beat me to it.
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Old Mar 25, 2009, 03:11 AM // 03:11   #18
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Quote:
Originally Posted by Edge Igneas View Post
Staffs with 20% Enchanting are great for running and farming. Mostly on Permasin, Eldritch Staffs are great for any kind of crap like that, like a Droknar's Earth Staff or a Yakslapper. +15 Energy is a great bonus, so are the skill recharge chances.

There are tons of other green items that are virtually useless to your or my opinion, though they all usually fit into one build or another. Green items just save you the hunting for a weapon and all its parts.

+20 Enchant is much better and valued among players than some 30 health. A rune won't get you that. Ideal for almost everything.
This.
20% Mod is great for Permas,600s.
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Old Mar 25, 2009, 04:27 AM // 04:27   #19
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Quote:
Originally Posted by Covah View Post
Who said the stuff from the chest had to be rare? And people do the dungeons for the title + rep. Drops come later.
Green items are supposed to be rare But what we didn't realize was it's "rare" if it's worth using. LOL
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Old Mar 25, 2009, 03:03 PM // 15:03   #20
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I agree with what Meridon said.

The 20/10 works for all skills, not just Healing skills like ont he Scareater, so you can run a split Heal/Prot andor Divine skills on your bar with no drawbacks.

Most Prots are Enchants so that +20% is nice.
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