Scepter needs more than damage
ele has very little in the way of reliable ranged damage. fixing scepter could fix this
Air needs to do more damage. straight up. that’s it. scrap arc lightning for something useful
fire’s damage is fine but will only hit players very situationally, so it needs increased usability
ele has very little in the way of reliable ranged damage. fixing scepter could fix this
quipping staff too!
scepter is by no means a range weapon as u have in mind. just that.
scepter is mid to close range and thats actually the exciting part about it.
mid to close?
the skills are all 900 range
GL hitting something at 900 range with a scepter, liking the changes had the same ideas as well.
I would like so much the shatterstone change.
For earth 3 I really prefere if it will work in the same way of war horn 4, but insted pulling it will knok back people in the line.
For earth 2 I doubt a block will be ever a thing, maybe is more easy ask for a toughness improve of the barrier than a block for the attack.
Btw I agree with you that scepter need really something more than damage. Your change could actually be helpfull for it
I had a cool idea I thought of recently for the Water Scepter get something a bit unique:
Change the Piercing Shards trait to in the water line to also grant 50 Healing Power for 6 seconds each time you apply Vulnerability, capping at 10 stacks.
Move the vulnerability stacking to the Water Scepter’s Ice Shards auto attack, applying 3 Vulnerability per use for 8 seconds. Increase the damage, but make them slightly easier to avoid against non-movement impaired foes, somewhat similar to the Scepter for Guardian but still a good bit faster.
Change Shatter Stone to no longer apply Vulnerability, and to instead apply a very brief Chill on the initial cast and a longer Chill and higher damage on the detonation if the target remains in range. Makes this a competitively good damage option to give Water builds some bite.
Lastly, for Water Trident, lower the base healing significantly, but also significantly improve the Healing Power scaling and add a Knock Down effect for 1 second, maybe even consider adding in a “partial revive %” for Downed allies so it can be used to interrupt stomps and partially help get a downed ally up.
This would allow scepter to provide a “supportive healing option” for the other off-hands and would pair well with Tempest’s Overload and Wash The Pain Away, but only after the Elementalist/Tempest has used the auto attacks enough to build up the healing power stacks.
I’m still a huge proponent of a lot of the Elementalist/Tempest healing options getting lower base values and better heal scaling, and this would be an interesting way to go about it for some builds. It would also allow “Glassy” Maurader builds to have a reason to try to use some of the Water Scepter abilities in situations where they want to offer a bit of healing support to an ally or sustain themselves slightly better if they commit to Water attunement for a bit to build the stacks.