[pvp][Ele] Scepter: low dmg outside of air

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: Phantaram.4816

Phantaram.4816

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!

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: Rezzet.3614

Rezzet.3614

scepter dagger does have high damage if you use it properly like using Fire #3 #1 and #5 after 1 then swapping to air for #1+#2 and 3 wich you can use while channeling any skill then use #4 and # 5 for an extra hit and pushing your target back

my only problem with eles is the lack of offhand weapons so you either build for melee combat (daggers) or you build for ranged combat (scepter or staff) and even ranged damage is split scepter for single target and staff for support and AoE damage

(edited by Rezzet.3614)

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: DiogoSilva.7089

DiogoSilva.7089

In my opinion, the main problem with this weapon, is that Dragon’s Tooth seems to be designed to be the scepter’s version of Hundred Blades – a hard-hitting but hard-to-hit skill that is available on a low cooldown, but unlike the Warrior, an Elementalists has very few skills to support it.

Our scepter lacks any kind of movement-impairing ability. Our off-hand options have their skills under high cooldowns. And we barely have any trait or utility skill that helps DT, and whatever little we have is usually overshadowed by much better (and required) options to keep our builds viable.

This makes DT a very situational skill – good to throw it at a point, at a downed foe or at a fire field, but very ineffective as a “high skill/ high reward” source of damage.

My suggestion, is to redesign the useless Shatterstone into something that offers chill, so that elementalists can combo both skills together every 10-13-ish seconds for a more dangerous and more reliable Dragon Tooth burst.

https://forum-en.gw2archive.eu/forum/professions/balance/Elementalist-Sensible-Scepter-Suggestions/

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: Phantaram.4816

Phantaram.4816

Hmm. That sounds awesome but I dunno if a chill will still allow us to hit the dragons tooth unless dragons tooth was adjusted to fall faster or something, at least making them waste a dodge to get out (similar to dodging whatever sets up 100 blades).

Sounds awesome though, I like the idea.

(edited by Phantaram.4816)

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: Atherakhia.4086

Atherakhia.4086

Chill wouldn’t solve the problem because you’d just dodge out of it and you have very little to follow it up with if they waste a dodge.

Now if shatterstone exploded stunning people in a block of ice for 2 seconds, that’s a different story. At least if they use a stun break to avoid the damage that’s on a large enough cooldown most of the time where they wouldn’t have it up again for the second attempt.

Now of course you run into a similar problem with shatterstone where even landing that is a pain. Plus it would need a long cooldown.

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I agree that a single chill effect would probably not be enough by itself. With DT falling slightly faster (0.5 seconds faster?) and stronger trait/ utility support for movement-impairing abilities, however, I can see it all working together.

Water Magic’s Trait II – Shards of Ice (reworked)
The next arcane or signet skill cause vulnerability and chill once activated. 10-20 seconds cooldown.

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: Ptolomy.6984

Ptolomy.6984

Or a new trait trait frozen feet: immobolise for 2 sec when you chill a foe 10-15 sec icd?

[pvp][Ele] Scepter: low dmg outside of air

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Posted by: Marcos.3690

Marcos.3690

I think Water #2 is definitely the worst skill in the whole game.

1) It’s very slow
2) The radius is very small
3) It does very low damage

I wish that skill was reworked. Maybe increase the raddius and add a frost field effect?
So you can blast for aura -> more build diversity

At the moment using this skill hurts you more than your opponent

(edited by Marcos.3690)