(edited by Yashuoa.9527)
Improvements to scepter
FIRE #2: Dragon’s tooth
Recently they sneakily changed it from dropping on a target to dropping on an AOE. That’s fine, but is it still possible to drop it on the targeted enemy? It used to be a great fire-and-forget weapon. It would be good if I could click once to drop on target, or hold to drop on AOE.
FIRE #3: Phoenix
From what I can see, dragon’s tooth completes its cast if you click another skill, but phoenix does not. I’d like phoenix to work the same way.
EARTH #2
Has this been nerfed recently? I used to be able to survive a fish-head blast at Teq with this on, but I can’t anymore, with no change to my armour or stats. I agree with you: increase toughness.
Can we just have a DPS oriented weapons … this half and half stuff is killing us. If we are DPS oriented we run out of DPS abilities and have to fall back on condi abilities and vise-versa. Every other class has a DPS and a Condi weapon separate from one another, why is the elementalist different???
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
FIRE #2: Dragon’s tooth
Recently they sneakily changed it from dropping on a target to dropping on an AOE. That’s fine, but is it still possible to drop it on the targeted enemy? It used to be a great fire-and-forget weapon. It would be good if I could click once to drop on target, or hold to drop on AOE.FIRE #3: Phoenix
From what I can see, dragon’s tooth completes its cast if you click another skill, but phoenix does not. I’d like phoenix to work the same way.EARTH #2
Has this been nerfed recently? I used to be able to survive a fish-head blast at Teq with this on, but I can’t anymore, with no change to my armour or stats. I agree with you: increase toughness.
Zoltar, they fixed the written in stone bug with signets.
Maybe that is part in what you experienced in lower survival?
Dragon’s tooth is now groundtargetable only.
Even though Dragon’s tooth having become groundtargetable has helped (in pvp in most situations at least),
it is still very hard to hit enemy players with it.
The delay before it falls is very long.
Enemies can easily get out of the radius/dodge etc. before it hits them.
No matter if you get creative and throw it in someone’s run direction or on top of yourself to exchange blows.
Even with a cc on them, it can be difficult to make the Dragon’s tooth hit, due to the tooth delay being equal or longer than a lot of cc.
Which allows for the enemy player to avoid it just in time before it hits,
while even having been in a cc (if they dont break out of it).
The 0.5 sec delay, with the casttime warning, will still allow for people to avoid it if they are careful, yet it will be a lot harder to do so.
It will create more scenarios to make the Dragon’stooth hit.
Especially getting a cc on someone, will make it more reliable to hit with the Dragon’s tooth.
Can we just have a DPS oriented weapons … this half and half stuff is killing us. If we are DPS oriented we run out of DPS abilities and have to fall back on condi abilities and vise-versa. Every other class has a DPS and a Condi weapon separate from one another, why is the elementalist different???
Arent we a bit of a jack of all trades/hybrid?
Anyway, what would you suggest to change about scepter or my scepter suggestions?
(edited by Yashuoa.9527)
Zoltar, they fixed the written in stone bug with signets.
Maybe that is part in what you experienced in lower survival?
I don’t use that trait. It’s not a big issue, just curious.
Dragon’s tooth is now groundtargetable only.
:(
Anyway, what would you suggest to change about scepter or my scepter suggestions?
I fully agree with them, especially the part about dragon’s tooth taking too long.
I would like to see Flamestrike given some light AoE burn, or the ability to spread burn. It is just so weak, yet you have to use it for a ranged Tempest condition spec.
Dragon Tooth should have a fractional cast-time, so that it becomes all about skill.
Arc Lightning needs a large damage buff. It is horrible.
Stoneshards needs to apply its bleeds much faster, and Earth needs AoE bleed.
Ice Shards should cause Vulnerability, and Shatterstone chill.
Eles also need a realistic way to apply both burn and bleed.
FIRE:
Fire #1:
Faster casttime.Fire #2:
Delay before the dragonhead falls reduced to 0.5 sec.It already has a 1 sec casttime. The current delay on top of that is to large and makes it to easy for enemies to avoid it in numerous ways. A 0.5 sec delay would be fair.
Agree with this, its pretty ridiculous that they made it ground targeted without any adjustment to the cast time and no adjustment to damage is needed the fact that its ground targeted is enough of a nerf.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Scepter lacks any sustainability in damage. Playing fresh air is like playing a kitten down version of PU Mesmer.. You don’t have stealth for defence, you have no access to a good instant cast heal ( which I think should be fixed with wash the pain away ), and your auto attack just sucks.
Dragon thooth cast time is to long for its low hit rate. But i like the ground target. Have still to get used to it and not fire and forget …
Fire auto nedds a 1s chanel.
Air auto needs a bit buff. I would add a condition on the last hit of the channel like 2s confusion.
Earth auto: A bit faster flight speed and the last hit being poison not bleed would be great. (or up bleed duration to 8s.)
Rock barrier: 1/2 cast time.
Dust devil: instant cast.
Shatterstone: Increase radius.
Not to dificuld and large changes but would make scepter gameples much smother and thus be a buff.
Can we just have a DPS oriented weapons … this half and half stuff is killing us. If we are DPS oriented we run out of DPS abilities and have to fall back on condi abilities and vise-versa. Every other class has a DPS and a Condi weapon separate from one another, why is the elementalist different???
Arent we a bit of a jack of all trades/hybrid?
Anyway, what would you suggest to change about scepter or my scepter suggestions?
Every class is a “jack of all trades/hybrid” in GW2. There is no class that doesn’t have DPS, Condi, Support, ect builds. However every other class has dedicated DPS, Condi, and Support weapons. Staff could be considered a support weapon, but they constantly blur the line between Condi and DPS which provides mediocre amounts of each and leads to the situation I spoke of.
Scepter:
Fire 1: Flame Strike – Channeled damage attack that hits a target and up to 2 other people within 240 of them (3 total). Basically a longer range version of Engineers flame thrower 1 that hits less people. Same 5 attacks per second which actually would allow the low proc% trait abilities a chance to actually proc.
Fire 2: Dragon Tooth – Split it into two like Engineer riffle 5 … have an instant immediate damage pulse for about 1/3 the total damage and then a second pulse a moment later with the remainder of the damage.
Fire 3: Phoenix – Have it transform the elementalist INTO a phoenix that flys up to a range of 900 in a line/direction selected by the elementalist prior to the cast. Provides a detonate ability like Engineers Flamethrower 2 or Guardians Staff 2 where you can end the movement early providing a burst finisher and 240 radius AE damage. The elementalist appears either where the phoenix was detonated or at the max range in the direction selected. Detonate acts as a blast finisher.
Water 1: Ice Shard – Condense (no pun intended) it down to a single shard of ice every 0.75s (increasing the damage) and allow it a 20% chance to act as a projectile finisher.
Water 2: ShatterStone – Split the damage ,like with Dragon Tooth above, into two pulses where 1/3 of the damage is immediate and then rest occurs at the conclusion of the attack. Split the vulnerability between the damage pulses equally.
Water 3: Ice Trident – Acts like Frozen Ground (Ele Water Staff 4) but only lasts 3 seconds instead of 5, but has a shorter cooldown. This would provide Scepter access to Ice Aura through a burst finisher combo which will allow auramancer builds to work with scepter.
Air 1: Arc Lightning – Unchanged
Air 2: Lightning Strike – Unchanged
Air 3: Blinding Flash – Increase the number of target up to 5 within 240 radius and increase the cooldown to 15 seconds.
Earth 1: Stone Shards – Unchanged
Earth 2: Rock Barrier – Unchanged
Earth 3: Stones Throw – Cripple up to 5 targets around you and leap backwards. Counts as a Leap finisher. With the change to Blinding Flash above, Dust Devil would be redundant. Elementalist were lacking Leap finishers anyway.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
Arent we a bit of a jack of all trades/hybrid?
Supposedly eles are. Though hybrids are never balanced properly in every game. They are either OP (when they can perform at each of a role almost as good as other classes) or UP (when their versatility isn’t good enough).
Surprisingly, it’s how it is with eles.
Every class is a “jack of all trades/hybrid” in GW2. There is no class that doesn’t have DPS, Condi, Support, ect builds. However every other class has dedicated DPS, Condi, and Support weapons. Staff could be considered a support weapon, but they constantly blur the line between Condi and DPS which provides mediocre amounts of each and leads to the situation I spoke of.
That’s incorrect. Ele can be dps/support/control at the same time, it cannot be achieved with other professions. Staff cannot be considered a support weapon, what support is in air or fire attunement? Each weapon has skills from all 4 attunements which have different roles, unlike other professions whose weapons have usually one role.
I mostly like the scepter as is, though admittedly its not the best choice for pvp use. The change to dragons tooth was nice and maybe a slightly faster drop time wouldn’t be so bad… though the fact I can precast it before placing a fire field for pve is also nice, catch 22.
The only thing I’d consider majorly changing is the number 1 wind attack, shorten its channeling time and reduce the number of damage cycles.
If people really want better aoe with the scepter then maybe it should be attached to a trait instead of with the weapon itself. But buffs are always nice.
The only thing I hate for the Scepter are the animations (not the special effects). Well apart from the auto-attacks and the loooong charges, and no vuln or heal on water auto…. Or the not so tough earth 2 skill….
…ok, yeah. Some improvement could help.
i think that scepter would be a fun condi/area denial type weapon:
Fire 1: same damage and cast time, but increase the hits from 1 hit to 3 hits, AoE burn per hit
reason: this would give a reliable condi auto attack whilst maintaining at least 3 stacks of burning per cast. Also gives the illusion that this skill is doing a better job than it did before (besides the increase in burn stacks, overall it is the same damage it was before)
Fire 2: given the ability to instantly drop the tooth down for a penalty of lowered damage (similar mechanics to thief sb 2 skill)
reason: decreases the predictability of this skill, helps in pressuring opponents and quick blast finishing.
Fire 3: no changes, since this skill is fine
Water 1: faster projectile tracking
reason: lots of complaints of people outrunning this skill from swiftness and kiting. Other than that, this skill requires not much change.
Water 2: pulses 3 times for very small damage during the shatterstone animation, applies 0.75s chill per pulse (similar to the son of svanir attack)
reason: it would make sense that this skill is a ripped off version of the sons of svanir one, as they literally use the same animation for it. Extremely short duration does not make this an overpowered source of chill condi. Small chill pulses could ruin the cd of certain skills for enemies – gives strategic value for elementalists if they can predict a long cd move and a pulsing chill increases the threat of the skill
Water 3: fine for the purpose of being a healing skill, not damage
Air 1: bounces to additional targets within a 120 range from the cast target (does not bounce like the staff auto, but to new targets). Gain additional damage per extra enemy bounced.
reason: the description implies that it can hit up to 3 targets, but they have to be in front of the caster in a line. Adding a small AoE bounce could force small groups to split up in order to avoid getting large chunks of damage from the scepter
Air 2: no changes necessary as this is just simply flat damage. Making this AoE would be op due to the quick cooldown and cast time
Air 3: AoE Blind effect added (180 range from cast target)
reason: similar to the changes in the auto, air 3 would need to be changed as to increase the defensive capabilities of this skill if it were to keep up with the changes
Earth 1: increased the velocity of the initial stone casted and a 3s cripple for that stone.
reason: same for the water auto attack, opponents can just simply avoid the auto by kiting with swiftness. Adding a cripple would give more use for the auto attack to stack bleeds
Earth 2: increased the toughness scaling of the skill. When Hurl is used, apply bleeds to the opponent as well.
reason: due to elementalists having the worst defensive stats in the game, extra toughness would be appreciated. Also, other weapon combinations have reliable damage mitigation – such as dagger being within the range for the Earth trait (Geomancer’s Defence) and staff auto having perpetual weakness applied. Hurl can be used to stack more bleeds onto the opponent
Earth 3: increased cooldown from 15s to 35s. Added small knockback to the skill
reason: blinding flash (air 3) is superior to this skill in nearly all aspects. Given the introduction of the AoE blind, this skill would be never used. Giving a cc aspect to this skill would really make scepter earth useful in niche cases, like interrupting a downed player then using focus 5 to secure a stomp
The thing is, it would make a world of a difference if we would get such changes as suggested.
These are not huge changes.
They are mostly number tweaking.
This is the right time for those changes to be made,
with the expansion being released in the near future.
They promised to make scepter better.
This is the right time for that.
I hope we are being heard.
Lets keep the thread alive.
(edited by Yashuoa.9527)
i think that scepter would be a fun condi/area denial type weapon:
Fire 1: same damage and cast time, but increase the hits from 1 hit to 3 hits, AoE burn per hit
reason: this would give a reliable condi auto attack whilst maintaining at least 3 stacks of burning per cast. Also gives the illusion that this skill is doing a better job than it did before (besides the increase in burn stacks, overall it is the same damage it was before)
Fire 2: given the ability to instantly drop the tooth down for a penalty of lowered damage (similar mechanics to thief sb 2 skill)
reason: decreases the predictability of this skill, helps in pressuring opponents and quick blast finishing.
Fire 3: no changes, since this skill is fineWater 1: faster projectile tracking
reason: lots of complaints of people outrunning this skill from swiftness and kiting. Other than that, this skill requires not much change.
Water 2: pulses 3 times for very small damage during the shatterstone animation, applies 0.75s chill per pulse (similar to the son of svanir attack)
reason: it would make sense that this skill is a ripped off version of the sons of svanir one, as they literally use the same animation for it. Extremely short duration does not make this an overpowered source of chill condi. Small chill pulses could ruin the cd of certain skills for enemies – gives strategic value for elementalists if they can predict a long cd move and a pulsing chill increases the threat of the skill
Water 3: fine for the purpose of being a healing skill, not damageAir 1: bounces to additional targets within a 120 range from the cast target (does not bounce like the staff auto, but to new targets). Gain additional damage per extra enemy bounced.
reason: the description implies that it can hit up to 3 targets, but they have to be in front of the caster in a line. Adding a small AoE bounce could force small groups to split up in order to avoid getting large chunks of damage from the scepter
Air 2: no changes necessary as this is just simply flat damage. Making this AoE would be op due to the quick cooldown and cast time
Air 3: AoE Blind effect added (180 range from cast target)
reason: similar to the changes in the auto, air 3 would need to be changed as to increase the defensive capabilities of this skill if it were to keep up with the changesEarth 1: increased the velocity of the initial stone casted and a 3s cripple for that stone.
reason: same for the water auto attack, opponents can just simply avoid the auto by kiting with swiftness. Adding a cripple would give more use for the auto attack to stack bleeds
Earth 2: increased the toughness scaling of the skill. When Hurl is used, apply bleeds to the opponent as well.
reason: due to elementalists having the worst defensive stats in the game, extra toughness would be appreciated. Also, other weapon combinations have reliable damage mitigation – such as dagger being within the range for the Earth trait (Geomancer’s Defence) and staff auto having perpetual weakness applied. Hurl can be used to stack more bleeds onto the opponent
Earth 3: increased cooldown from 15s to 35s. Added small knockback to the skill
reason: blinding flash (air 3) is superior to this skill in nearly all aspects. Given the introduction of the AoE blind, this skill would be never used. Giving a cc aspect to this skill would really make scepter earth useful in niche cases, like interrupting a downed player then using focus 5 to secure a stomp
I like most of these proposed changes, especially the earth 3 change. I’ve come to believe that scepter requires more cc to set up for burst and to interrupt key skills.
In general though, we need better auto attacks that can maintain a decent amount of DPS, which means faster autos that rely less on a clunky “channel” that we currently have on the scepter autos.
I would very much like to give my opinion on Scepter:
I got myself a Meteorlogicus and i want to use it but It’s a shame only Fire Attunement is really good; air is almost good (needs more dmg to AA) and Water and Earth are just bad.
Why do we have to get condtion dmg and dps on the same weapon types all the time?? Why?
Increase the Damage of Air Attunement AA, the skill is just silly and you know that.
Water Attunement skill 2: more damage plz, casting this is a waste of time
Earth Attunement: Increase damage of all the skills, plz give it some cooler animation
I have just one little wish: when two air #1 beams cross, make a huge explosion at the point of contact. And play this sound bite: “Who you gonna call?!”
I have just one little wish: when two air #1 beams cross, make a huge explosion at the point of contact. And play this sound bite: “Who you gonna call?!”
Where is that quote from?
I have just one little wish: when two air #1 beams cross, make a huge explosion at the point of contact. And play this sound bite: “Who you gonna call?!”
Where is that quote from?
Ghostbusters, brah.