Scepter/warhorn Cele
All the pros you list you can acheive more efficiently with a traditional Water/Earth/Arcane cantrip build or Warth/Earth/Tempest shout build.
There is a lot of wasted trait choices that don’t take full advantage of the synergy available and the build isn’t designed to burst, so Scepter is a sub par choice to Dagger or Staff.
I’ve been toying around with S/W as well, here are my comments to your build:
- Currently, I don’t think you’ll get around using auras and heavy support with condi-cleanse, reg/vigor and prot for the team, since Ele is nowhere near as strong in 1v1’s anymore and the main focus of the build is to be strong in teamfights and only be used in 1v1’s if absolutely necessary.
- You are not gonna get around using earth either, especially not on S/W, which is just way too easy to burst down without stoneheart. Also, if you are planning on using the build as a 1v1-build, using diamond skin is also very helpful.
Here’s how I would play the build with a heavy focus on teamfights and strong support and on-point pressure:
The runes are pretty much a personal preference and depending on your and the opposing team’s composition. You can go durability, leadership, hoelbrak, strength, surging, even monk, water or grove are cool options!
The benefits of the build compared to other Ele’s like D/F or Staff are:
- Absolutely insane protection-uptimes and high uptime of other boons.
- better on-point pressure
- high amount of shared mightstacks
It is worse against spiked dmg than D/F and worse in peeling and relieving pressure than both D/F and Staff though (since no schocking aura, static fields etc.) I don’t quite know how well it does in 1v1’s, but it sure is worse against Nec and viper mallyx with their boonremoval.
It’s not as good on open terrain either, cuz the most DMG from scepter and Warhorn can simply be evaded, that’s one main reason why I think the build is most suited for teamfight around small nodes.