Hello, everyone.
Elementalists have 20 weapon skills. As exciting as that may sound, it’s harder to balance 20 weapon skills and make sure each of them is good, when compared to the typical 5 from other professions. This leads to elementalists having several underwhelming skills even within their best weapon choices, and their scepter’s skillset is such an example. I’ve created this thread to suggest proposals to address that.
Detected problems
- Weak auto-attacks.
- Some uneffective skills.
Sensible design considerations for Scepter
- Prevent auto-attacking spam.
Combat is boring when spamming auto-attacks is the best strategy for any given encounter. They shouldn’t be the main damage source. - Prevent power creep.
If scepter is already one of the options for elementalists, something has to give for new buffs. - Streamlining without dumbing down.
Gameplay lasts longer when it’s harder to master. Buffs should ideally add more synergy between skills whenever possible, and not directly make the respective skills easier to use. - Changes are made with both PvE and PvP in mind, and attempt to fix the problems without radical mechanical changes.
DESIGN/ BALANCE PROPOSALS
Fire Magic
- Flamestrike
This is the most misplaced skill in the scepter line. It’s a slow burning AA in a burst-oriented set. It doesn’t fits, so what should happen?
Proposal: 2.25 channeling casting time. Ticks every 0.75 seconds, for a total of 3 ticks. Each tick to be worth 1 second burning, the current damage value, and 1 stack of might for 6 seconds.
Why? My proposal would have a casting time about 1.5x of the original version, for 1.5x the burning too. The damage, however, would tick three times instead of one, for the benefit of the power/ precision/ critical stats that this weapon set demands for. But because the damage value is already low, and the casting time high, self might-stacking was added, complementing the might-stacking subtheme of this weapon set. - Dragon’s Tooth
Fine in PvE, but can’t connect in PvP against non-downed opponents.
Proposal: 3/4 casting time instead of 1 second.
Why? The delayed damage mechanic of this skill can already be hard-countered by movement, and that’s why makes it so interesting. The 1 second casting time, however, feels like an unnecessary second restriction, and thus my proposed decrease.
Is that enough in PvP? No, but the problem is no longer with this skill. We don’t want to dumb it down, right? Instead, we’ll look to create some synergy with something else, that would help to connect it. I’ll address this with my Shatterstone suggestion. - Phoenix
Very strong as it is. Because we want to avoid power creep, we’ll tone it down a little bit.
Proposal: Damage decreased by ~10%.
Additional proposal: Remove vigor from this skill. Make it so that it removes 1 condition from each ally it passes through.
Why this second suggestion? Anet is looking for improving party support strategies across the game. This suggestion is directed towards that.
Water Magic
Scepter is a burst weapon, and one of its ice attack adds vulnerability to set up a burst. Let’s improve that strategy, shall we?
- Ice Shards
This AA seems to have no purpose.
Proposal: Add 1 stack of vulnerability for 6 seconds per hit.
Why? To set up for future bursts. - Shatterstone
This skill is underwhelming. Because vulnerability was already added to the AA, let’s take this into a new direction.
Proposal: Each 0.75 seconds applies torment for 1-2 seconds. On shattering, applies 2 seconds of chill.
Why? To punish or to cripple movement… to set up future bursts with Dragon’s Tooth, of course!
Air Magic
This attunement is generally fine. But I would consider a detail:
- Blinding Flash
Proposal: Reduce blind duration to 4-5 seconds, from 6.
Why? To promote timing over spam. Shouldn’t affect good players.
Earth Magic
- Stone Shards
It’s a strong bleeding attack in a burst weapon… but the projectile finishers give it a nice niche. - Hurl (from Rock Barrier)
Proposal: Make each hurling rock slower.
Why? This skills has so much potential to be like staff’s Eruption: a finisher to use before, and not only after, combo fields. Unfortunately, it’s currently too fast for that, thus the suggestion. - Dust Devil
Blind skill under a casting time is generally unneffective…unless…
Proposal: Have it more slower, tick more than once, and have it apply 3 seconds of blind for every tick.
Why? Ticking several times leads to more direct damage, and applying blind several times can disable multiple-hit attacks for its duration. Would make it further stand out from the more precise and anti-burst Blinding Flash.
(edited by DiogoSilva.7089)