I think you mean AW, not momentum.
No, I meant Momentum. For Jade Staff to hit the magical 3 ATK mark for Adrenaline, Momentum is usually used.
I personally disagree with you, I believe one of DS/JS's great uses is adrenaline. Also, the healing may not rely on the mark, but the cost is -specific.
However, I have put your idea in the poll.
The cost is
specific, true. But, at 2
, it's in a single Supernova's range - so I don't see how that makes a very big difference. I suggest that 5 HP guaranteed healing for 2 quanta of any specific element >> 3 HP for 5
. Especially when we factor in the 2
for PA, to acheive the lesser effect.
5
+
mark + 2
+2 cards = 5 HP gained/turn, untargetable (SoG + PA, unupped).
3
+
mark + 1
+2 cards = 5 HP gained/turn, untargetable (SoG + PA, upped).
2
+ 1 card = 5 HP gained/turn +2 Damage, untargetable (Jade Staff, with my proposed buff of Immaterial, unupped).
2
+ 1 card = 5 HP gained/turn +4 Damage, untargetable (Emerald Staff, Immaterial, upped).
2
+ 1
+ 4
+ 3 cards = 20 HP gained/turn +8 damage, removable (JS + FW + Adrenaline, unupped).
2
+ 1
+ 3
+3 cards = 20 HP gained/turn +8 damage, removable (ES + AW + Epinephrine, upped).
So, with SoG, it's about 0.55 HP gained per
quantum; 2.5 HP gained per card. (unupped)
Jade Staff + Flying Weapon + Adrenaline is about 0.7 HP gained per
quantum; 6.67 Hp per card. (unupped).
Immaterial Jade Staff is about 0.8 HP per
quantum; 5 HP per card (unupped).
Seems like a pretty fair trade-off, unless I'm missing something in my figuring.
EDIT: @ willng3: Immateriality also allows new synergy with SoW, which is becoming a very popular way to avoid shields. Also, how would Immaterial limit JS to
based stalls? At only 2
, it would provide an untouchable source of healing to pretty much any rainbow; one that adds a little bit of damage at the same time.