Quote Originally Posted by Energizeric View Post
There has been many discussions of this in the past, and while I read them, I never was able to understand as I had never used the staff. Now I have one, and I agree with all that has been said by others.

The stats of the staff are great --- no complaints here. The problem is with the proc. While every other arcane and mythic weapon has a great proc, the proc of this staff is pathetic to say the least. Many legendary staffs have better procs.

I thought that having the arcane staff and full mythic gear would make be unstoppable in PvP. In season 4, I owned in PvP with my runic gun and mythic gear. So having an Arcane weapon should be even more OP, right? Not the case! And it is definitely all about the proc.

And STS has now announced these new level 41 mythic weapons, all with super cool procs. I have no doubt that the arcane staff will still have better stats than the new mythic rifle. However, with that cool "root" proc, the mythic rifle is surely going to become the more desirable sorcerer weapon.

So please STS, please update the arcane staff and make it what it should have always been....

Here are my suggestions for what should be changed:

1) for an uncharged attack, the +60 INT and push back are good. However, the +10 mana regen is useless. Sorcerers with an arcane staff have 5000+ mana. Giving us +10 mana regen for 8 seconds is a boost of 80 mana. Useless. Please give us something useful. How about a healing proc, but even still a +10 health regen is so small as to be useless. It would have to be something decent to be of any use.

Keep in mind that in PvP, when you stun the opponent (as many weapon procs including the runic gun do), they are unable to attack you for a few seconds. Each attack in PvP at endgame is usually 1000-4000 damage with warriors being at the low end of that scale and rogues being at the high end. So a missed attack by your opponent spares you 1000-4000 health. So a healing proc would be good, but it would have to be something sizable to really matter. Giving 80 extra health or mana so not going to make any difference in whether a sorcerer lives or dies in a PvP battle.

2) Shadowflare --- this was a cool idea making the charged attack much like a fireball skill, but the execution is poor. If you were to take a poll of Ker'shal Scepter users and asked how often they use the charged attack, I would be shocked if you were to find a single player who does. Shadowflare causes less damage than a regular non-charged attack, it rarely procs, and even when it does the proc is of little use. It also takes 3 times as long to charge as does fireball. Let's just say that if I tried to use shadowflare during a PvP battle, I would be dead before the skill was charged.

As was originally explained at its introduction, the benefit of shadowflare was suppose to be that it uses no mana. Well, so does every charged attack by every weapon that exists in Arcane Legends. So this is not some rare benefit. But as sorcerers have so much mana, running out of mana is an issue we don't face. I would have to have a dozen kills in PvP with no deaths before I would ever run out of mana.

So here is what I would do to make shadowflare useful..... Charge time should be no more than a regular skill. Otherwise why would anyone want to use it? And make it like fireball.....give it stun capability. Or alternatively, give it the crit reduction that it currently has, but not a small chance for this, but something decent. And it should have MORE damage than a regular non-charged attack, not less. That is why we charge our skills, so we get more, not less. Anything less and I just don't see any use.

I do think it's about time this was addressed. Make this arcane item what it is suppose to be. At level 26 rogues were unstoppable with the hooks, and at both level 31 and 36, warriors were unstoppable with maul (and still are really). Give sorcerers the chance now, because we have never really had that.
Totally agree with you on this. The arcane staff has really been good for its base stats. Proc wise and the other perks are a shame to the word arcane.

Last season was supposed to be the season for sorcerers and to be honest it was not a very defining season for them. Shows how much STS really dislike sorcerers. One would imagine maybe the developer has a grudge against sorcerers because the class he played in his/her favourite mmo was pawn faced by sorcerers. If they could they would have left it out completely. That aside the sorcerer remains a primary class in such a fantasy genre mmo, so they have no choice but to have it. Their secret revenge is to make it look like an ugly smurf and have every other class own it in pvp.