View Full Version : Arcane casters should be carrying staffs

07-25-2010, 04:21 PM
I would like to offer a suggestion for some type of item combination crafting systems for arcane casters. The reason for this is that in every story, module, movie, game etc... a wizard or sorc is usually carrying and using a staff. But the way the game is currently constructed it is more beneficial to carry to single hand items (scepter of spell pen VII, dagger of major fire lore) to augment your casting. What ever happened to a caster having a staff to enhance his abilities or attack with. And the unique and intricate look of such staffs. I hate having to run around with two sticks in my hand, I don't feel like a caster. I propose a simple type crafting process that would allow you two take two of thees single hand items you have obtained and combine them to create a staff. Maybe some additional ingredients would be required like certain types of collectibles to complete this process. Or even a basic blank staff thrown in as a base for the creation. Also the possibility of adding one extra ability to the item like frost or fire from soul gems or such. Nothing to much that would start to unbalance the item. And it would be nice to have a wide variation of staff heads or designs to give some feel of uniqueness. This way You would be wielding the same items but in the form of a staff more appropriate for an arcane.

07-25-2010, 04:25 PM

I would like the option of shoving my two daggers on opposite ends of a stick and using it as a staff.

I agree with the OP in that Arcanes are SUPPOSED to use a staff... It just looks that much more BA...

07-25-2010, 04:29 PM
This idea is awesome but it takes Dev time that could be better spent somewhere else. Ofcourse, the basic idea pretty much leads back to item appearance customization.

07-25-2010, 04:29 PM
IMO the easiest way to make staves more frequently used is to increase the number of potency / arcane lore items for alternative slots (rings, gloves, bracers). As it is, most gear set ups require potency to be in the hands, which pretty much destroys any variety in gear set ups. Expanding availability of potency would both allow a lot more different gear configurations, including viable staff using options, and take minimal dev time.

07-25-2010, 04:56 PM
Turbine would have to make staves that are (a) as good as 2 1-handed weapons, and (b) make them good enough that it would be worth it to the player base to switch their "TWF" casters into "THF" casters.

Most common effects on caster weapons:
Greater Arcane Lore
+50% Potency 6
+6 Int/Cha
+1 Exceptional Int/Cha
+2 Exceptional Int/Cha
Concordant Opposition

Even if they were to release a staff that was (Greater Arcane Lore, Charisma +6, Exceptional Charisma +1, Exceptional Charisma +2, Concordant Opposition) I still wouldn't use it because (a) I already have these effects on my weapons and there is no need to switch and (b) I like being able to swap scrolls into my main hand without losing weapon properties in my off-hand.

Unlike other MMOs, it is really hard to change a peice of gear on a character. Changing even 1 piece of gear often means swapping gear in 4+ other slots.

And for the sake of argument, some build setups do use staves. Example: A Favored Soul with
Torin's Choker (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Lamannia/TorinsChoker.jpg)
Warchanter's Band (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Unlimited/Items/Rings/WarchantersBand.jpg) (crafted +40% Devotion 8)
Staff of the Petitioner (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Unlimited/Items/Weapons/StaffofthePetitioner.jpg)
is an extremely effective and efficient healing setup. But of course, the problem with this setup is that in order to get Greater Arcane Lore, you need the ultra-expensive Blue Dragonscale Armor (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Robes/BlueDragonscaleRobe.jpg) (though Gauntets of Eternity (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Gloves/GauntletsofEternity.jpg) will work fine for healing criticals). This setups also makes it impossible to wear the Torc of Raiyum-de II (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Necklaces/TorcofPrince-deII.jpg), an extremely powerful item for anyone that can self heal.

07-25-2010, 04:59 PM
And for the sake of argument, some build setups do use staves. Example: A Favored Soul with[LIST]
Staff of the Petitioner (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Unlimited/Items/Weapons/StaffofthePetitioner.jpg)
Obviously a staff only becomes a reasonable choice when when it has effects that aren't available on a one-hander.

The developers should have built the random loot system to create that result, such as caster staves coming with properties +2 or +4 levels higher in power than the scepters of the same minimum level. For example, maybe Combustion and Potency is +10% stronger on a staff, and spell pen is +1 higher.

07-25-2010, 05:03 PM
This is probably why Heyton still insists on wielding a staff..

I am on scepter strike! Bring back my flavor!~ *whacks Sahaugin on elite*

07-25-2010, 05:30 PM
Actually using a scepter to augment casting is not as uncommon as you would like to claim, and an athame is a dagger that is a common tool used by witches in real life as well as in fantasy.

That being said, staffs, (and all other two handed weapons,) do need to be buffed to the point where they have double the bonuses of a single handed weapon or close to it, to balance them out and make them a more viable option.

07-25-2010, 05:32 PM
QStaff of Superior Potency VII (ML 16)
QStaff of Superior Potency VIII (ML 18)
QStaff of Superior Potency IX (ML 20)
QStaff of Greater Spell Penetration VII (ML 16)
QStaff of Greater Spell Penetration VIII (ML 18)
QStaff of Greater Spell Penetration IX (ML 20)

would do it for me

07-25-2010, 05:45 PM
I agree.

Staffs need a second, third, and/or fourth effect.

I have a couple of one-handers that have two effects. Why bother with a staff when I can can get more effects on one-handers.

BTW...please DON'T nerf my one-handers.

07-25-2010, 06:15 PM
I'm using staff myself(Staff of the Petitioner) and looking forward to get some epic desert staves.

Those are really bad *ss and something you couldn't get on any other item. Caster lvl22 diplacements, hastes, polar and dbf for example(Epic Staff of Arcane Power (http://i202.photobucket.com/albums/aa27/Richspud/Staff.jpg)). Or perhaps Epic Staff of Inner Sight (http://img.photobucket.com/albums/v505/Helen_S/ScreenShot000955555.jpg) for spell focus +2. ;)

07-25-2010, 06:25 PM
If DDO did double weapons, they could place enchantments on both ends and you would reduce the look fo dual weilding casters and enhance the flavor of the game.

This was mentioned not long after the game was released, specifically by me a few times, my main way back then was a Sorc.

07-25-2010, 06:37 PM
All they really need to do is add in a cosmetic item like they do for hats to change your appearance.


07-25-2010, 07:49 PM
They SHOULD have staffs that are enchanted on both ends, so it would be possible to have, say, Superior Potency VI on one side and Spell Penetration VII on the other.

07-25-2010, 07:57 PM
Giving all staves in addition to the normal bonuses an eternal wand effect, without charges, would atleast be something. Maybe just me, but an epic type wizard's staff should be able to cast magic missle CL 1 an unlimited number of times without imbalancing anything.