Let me preface this by saying that I don’t think scepter is as bad as people are making it out to be. It gets kitten on by condi builds and bunkers, but does fairly well against other burst builds. That said, let’s get to it.
Everyone knows scepter autos are really weak. But how weak exactly? I had a look at some of the other ranged weapons in the game. I’ve normalized the listed values as damage coefficient/second (the combined damage coefficient of the auto-attack divided by the time it takes to complete it) to approximate a dps coefficient. Here are the numbers.
(This does not take into account trait modifiers and boon uptime etc., but I think it still tells a rather interesting story)
Pure power damage relative dps modifiers (sorted):
Ranger longbow: 0.735 – 0.84 – 0.945, depending on range
Guardian longbow: 0.89
Engineer rifle: 0.89
Revenant hammer: 0.84
Guardian scepter: 0.83
Necro axe: 0.81
Mesmer greatsword: 0.43 – 0.53 – 0.64 – 0.75, depending on range
Ranger staff: 0.73
Warrior rifle: 0.72
Fireball: 0.67
Guardian staff: 0.66
Chain Lightning: 0.62
Thief shortbow: 0.58
Warrior longbow: 0.58
Ice shards: 0.54
Necro staff: 0.53
Thief pistol: 0.49
Arc Lightning: 0.48
Stoning: 0.41
Water Blast: 0.24
I’ve left out autos that also have condi damage because scaling makes it difficult to compare them. However, suffice it to say that Flamestrike (0.26) and Stone Shards (0.24) have some of the lowest pure damage modifiers in the game (only beaten by Mesmer staff and Water Blast).
The above should be most of the pure power based ranged attacks in the game. I may have missed some but I think the trend is clear enough. The ele scepter autos are at the bottom in terms of average dps. Meanwhile, the skills which are most similar in functionality, namely necro axe and guardian scepter, are almost twice as strong.
Now, I’m not a big proponent of strong auto-attacks. I think they ruin the pace of the game and devalue the dodge mechanic too much. However, I am realistic, and it’s far more realistic to imagine a buff to these auto-attacks than a nerf to everything else. So what could be done to improve the scepter in this aspect?
I think it’s perfectly fair that the water and earth skills are weak compared to fire and air, so I’ll focus on the latter two.
Air: Make the damage the same over the entire channel. The backloaded damage on this is a major hindrance as you’ll rarely use it long enough to get to stage 3.
Fire: This is possibly one of the single worst weapon skills in the game. Do away with the burning damage. I’m pretty sure that’s the justification for the super low modifier, but let’s be real; condi damage has no place on scepter. If burning goes, the modifier and the rate of attack can be massively increased.
A big strength of scepter ele is that almost none of the skills require you to face your target. This allows for a lot of kiting and freedom of movement. I suggest adding this to Flamestrike. In turn, the dps can be slightly lower than Arc Lightning.
Note: I do NOT think that auto-attacking should surpass the damage output attainable when cycling attunements. That would be silly. But sometimes it would be very helpful to be able to stay in an attunement for more than 2 seconds without losing all your pressure.
One of the reasons why tempest is such a massive improvement for scepter builds is because it gives a source of high sustained damage (Air Overload) as an alternative to the bursts.
Thought? Other ideas for improvements?
Also, a few “fun” facts:
The water auto is the strongest on scepter ele.
In terms of only direct damage, Arc Lightning is inferior to mesmer and necro scepters, both of which are condition based weapons.
edit: corrected my “dps modifiers” to account for weapon strength.
(edited by vana.5467)