Without air attunement our consistent scepter damage outside of big spells is absolutely atrocious.
It’s clear that air is meant to be the most highly consistent damage attunement, but on scepter it is vastly better than the other attunements by an absolutely huge margin.
Dagger is a better example of how the damage can be better on the other attunements outside of wombo combos(scepter has plenty of damage from the big fire spells, as does dagger). Abilities on dagger like Fire #2, water #2, earth #2 and #1 can keep the consistent damage flowing through-out the attunements. Certainly not as high as Air #1 spam but it’s still quite acceptable consistent damage while rotating through all the attunements.
Scepter is left with Fire #1, Water #1, Earth #1 and #2. I understand scepter should have some weaker consistent damage because it is ranged but these abilities are really bad with the slight exception of Earth #2 because you can charge it before combat. During combat it is mostly just average. To be real though Water #1 and Earth #1 are not ranged abilities because if you use them at long range they can just be strafed.
Some feedback for consistent damage scepter abilities!
Fire #1 This ability feels good to use, which is not the case for some abilities like Water #1 and Earth #1. It just lacks some physical damage besides the burning. Slight buff to physical damage will do the trick.
Water #1 – For me this ability might as well be called “me attempting to proc fresh air” because that is it’s only use outside of a filler while waiting for other attunements. Extremely hard to hit because the projectile is slow. DPS is actually comparable to Air #1 if you hit every single shard but doesn’t have lightning strike to back it up. Did I mention it’s extremely hard to hit?
Water #2 – I still almost never use this ability except very rarely on a down-state person. I’d rather spam Water #1 than use this in actual combat in almost every situation. Dragons Tooth is just like this ability only it is much stronger and has a larger aoe. I can use it then stand under it forcing people to stay away from me unless they want to get punished. Water #2 is so small people will never get hit, not to mention how nonthreatening it is even if it does hit.
Earth #1 – Was worse in the past but they increased it’s projectile speed but it still misses quite often. If it hits, for it’s cast time, it’s still bad. Even for a full condi spec(lol ele condi has never been good) because you are only applying 1 condi and when the bleed stack gets high and finally starts doing okay dps it just gets removed and you just wasted 15 seconds spamming #1 for nothing. Does not feel fun or good to cast.
Earth #2 – Really fun spell and when combo’d with combo fields is also quite strong. only acceptable consistent damage ability outside of air for scepter in my opinion.
I’d really like to be able to out damage a warriors healing signet without fresh air sometime soon(lol soon) so let’s push these changes!