Staff is stronger than yellow and duals wtf u talking aboutStaff is a mixed bag, in my personal opinion.
You get the tryhard staff using GJO members who are competent with spamming it until they ultimately get the most BS backwhack known to dueling (or they actually manage to overwhelm you with the 4-hit spam and successfully win a duel properly) OR you realise it does no damage whatsoever against decent+ tier duelists and never touch it again.
As for Open, @Gargos proves the staff to be more than optimal for taking down just about anything. A wider blocking arc as you mentioned which is always helpful vs gunners, the super awesome mega backflip counter-mando epic destroyer slash and even a butterfly / windmill special attack which helps prolong your inevitable demise or even cover some ground whilst cutting down everyone in your way.
Tips with staff? Don't treat it as an offensive weapon. I don't know why, but it is so much weaker compared to Yellow and Duals. Use it to provide cover for your team, slowly pushing corridors, utilise the super awesome mega backflip counter-mando epic destroyer slash as well as the butterfly and windmill and finally if you do get into a bit of confrontation (or you need to be aggressive), do not fear the 4-hit spam. It works wonders. Ask GJO. Do all of this and you should be fine.
Dual game modeStaff is stronger than yellow and duals wtf u talking about
what the.....Dual game mode
No it isn't.Staff is stronger than yellow and duals
staff is stronger than duals and yellow based on the fact that it's faster alone. don't see what DFA's/special attacks have to got to do with it since any low tier player can avoid themNo it isn't.
Staff has a single reverse stab which staggers, a crouch kata that does mild damage (but is so easy to avoid someone of your caliber is able to do it) and 2 butterfly variants which, even if connect properly, do no damage at all. Standard swings from staff also drain... Nothing. Unless of course you 4-hit spam & run. It also has a maximum count of 4 hits per chain, as does Yellow.
Duals on the other hand have any directional stab which staggers & knocks back, a crouch kata that does a lot of damage & for some reason even hits people behind them and has a relatively similar butterfly attack which also does no damage. Standard swings are insanely hard to predict ESPECIALLY if you're up against someone who can yaw, bait, drag or simply spam the fuck out of. May I also remind you that Duals have a maximum of 5 hits per chain.
As for yellow... We all know Yellow. If you're competent enough like most good+ tier duelist, you'll beat Duals and Staff (assuming it isn't the good+ tier duelists using Duals / Staff). If you're not a good duelist and you're going up against Duals or Staff... Yeah, you're going to lose. Only thing that Staff is stronger at than Duals and Yellow is defence which is what I specifically highlighted in my post above.
Duals are faster than staff though, especially if you're doing opposite swings. When we're discussing "strength", I mean playability and usage, not which does more BP damage.staff is stronger than duals and yellow based on the fact that it's faster alone. don't see what DFA's/special attacks have to got to do with it since any low tier player can avoid them
Precisely what I'm sayingStaff has low BP drains on attack, doesn't it? I mean the BP cost to take a swing. It's good, I've seen people use it well and overall I think staff is really good when doing single, delayed and chaotic swings only to unleash a big retarded 4 swing combo to throw someone off.
And it's excellent in teamplay. The arc, for example, and VERY quick A/D swings make it a nice choice for Open if you actually want to help your boys with guns.
Correct;Staff's defense, attack and bp were changed in 1.5 because it costs more when you create your build. It was designed to be a stronger style since it cost more mb points and i dont think its been changed back to how it was
There's so much wrong with the cons...I personally like it. It's what I main but took me a while to find my style.
Pro: good defense, good pb, can att fast if yawning, also can build acm point fast.
Cons: large hit box aka def arc, lack of openers, range, can't half swing, lack of damage inless u combo. Atts can be Predictable.