Quarterstaff Physical Skills

- The skills are not flowing well into another. If you doe Whirling assaul, then you are stuck in the animation.
But you normally would want to stop the skill with staggering assault to armor break the enemy to get the buff from staggering assault that is barely possible becaused of the animation lock, that you can only break with a roll. But then its not flowing at all. Same issue with Tempest Bell you cant stop Whirling assault with the Bell.
Not being able to stop whirling Assault with another skill loses you a lot of damage potential. It destroys the flow of the whole skills that definitely belong together by design. Jusat like Charged Staff and Flurry they alos belong together by design.

- Then whirling Assault has another issue. It stops at the first enemy you hit. Which in my opinion defeats the whole purpose of the skill. You are attacking around yourself but you only effectively attacking the enemies in front of you. You want to rotate inside the enemy group. Or to ranged enemies.
Half the skill is useless. The forward motion is useless and the aoe around you is useless for said reasons.

- Stopping at the enemy does help triggering bell, but you can just say that you do stop at the bell, but not at enemies. That creates the issue of maybe not hitting a single enemy consistently. Therefore the Skill would need a sharper turn radius. So you actually can "dance" around the enemy.

- Vaulting Impact: The amount of stun Buildup you get when consuming Daze is not enough. Most of the time you figtht a rare or unique enemy. It is resistent against armor break buildup. And then Vaulting Impact does not make a huge impact onto the buildup. And when its not resistent its faster to just keep attacking. With your normal skills. Vaulting Impact is a pretty slow animation. It takes to long. In the same time Vaulting impact finsihes the animation i have the enemy armor broken with any other skill while dealing way more damage to the enemy.

- Onto staggering Palm: Staggering Palm is based around breaking enemy armor, but the skill itself has no bonus to breaking armor (heavy stunning, not sure what its actually called), The skill shouldget that on the skill gem. The projectiles should deal maybe 10-15% more damage. Most times you would use it together with whirling assault. I dont see any other usecase atm. and directing the projectiles onto the enemy liek you can with charged staff isnt really possible and the attack speed is also sigificantly lower with staggering palm projectiles.

- Wind Blast: Honestly no ideas why this even exists.
Last bumped on Jan 4, 2025, 8:45:03 AM
One addition. That you are stuck in Animation and dont move forward through the enemies with Whirling assault makes you very vulnerable to explosions, damaging ground effects and ranged attacks.
Quarterstaff physical skills currently feel very incomplete, though I imagine this is because we're missing some key components like active skill gems and supports. My guess is that the third Monk ascendancy will also buff its physical damage, with some additional nodes relating to Daze, Stun, Knockback, etc. Even then, Charged Staff and Bell feel too mandatory on Monk not to take. So hopefully whatever is in store for physical QS skills will address that issue.

Whirling Assault is weird because it'll sometimes shove enemies aside and let you pass through mobs. Usually, though, it'll stop you the instant you collide with an enemy. Rolling is indeed the only way to cancel the animation, currently, which is crucial for dodging floor AoEs and kiting mobs.

Vaulting Impact's stun and daze values feel off. I'm also not a fan of how it'll consume full dazes on enemies, because you want enemies to be dazed for easier stun buildup. Plus, there's a talent on the tree that buffs your damage against Dazed targets, so Vaulting Impact works against both that and Staggering Palm's threshold mechanic.

Staggering Palm is a strange skill. When paired with Multiple Projectiles, it raises Whirling Assault's damage from pitiful to modest, and it gives Wind Blast a decent damage bump when kiting huge packs of enemies (more on that below). It's plagued by a number of issues, though. Its projectile damage simply doesn't compare to Charged Strike's damage. Targeting on the actual palm strike is unreliable at best because you'll often hit enemies who aren't ready to be stunned, or your target will be so deep in mob density that you'll awkwardly slide right off the mobs in front of them (or the target will move and disjoint you entirely). Staggering Palm also has anti-synergy with the rest of the QS daze/stun skills. It's very easy to over-daze the target and stun them entirely while prepping them with Wind Blast, for example. You want to keep targets within that sweetspot, but that's not always possible when you're kiting a boss or mob pack. Staggering Palm doesn't interact with certain support gems, either, like Impact Shockwave. This should pair nicely with Devastate, which does work on the palm strike. Armour Explosion does, too, which is strange. Maybe the skill's Projectile tag is mucking things up.

Wind Blast is actually a pretty decent horde clearing/kiting skill. The damage is low, sure. But there's a way to make it a good crowd killer: give it Devastate and Armour Explosion. Suddenly, Wind Blast is able to explode entire crowds if your attack speed is high enough. The problem is that between Monk and Warrior, Warrior (Titan, really) uses this build better. You'll still want to use Whirling Assault + Bell for single target, too.

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