Anyone use Sceptre?
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
if I miss a dodge I can cure agony instantly between torch and cure condition on heal, and do high lvl fractals with no agony resistance. Those traits seem to cure ouchiest condition first which is definately agony lol
…just that agony can’t be removed/cured with any condition removal.
Seems to remove with both traits. Did a high lvl fractal once with a different build that didn’t have the removal and agony kicked my kitten up one side and down the other.
if I miss a dodge I can cure agony instantly between torch and cure condition on heal, and do high lvl fractals with no agony resistance. Those traits seem to cure ouchiest condition first which is definately agony lol
…just that agony can’t be removed/cured with any condition removal.
Seems to remove with both traits. Did a high lvl fractal once with a different build that didn’t have the removal and agony kicked my kitten up one side and down the other.
A lot of agony doesn’t last very long. Go to the jade maw fractal and try to remove it there. If it works, now we’ve got something interesting.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I don’t see how that really makes much of a difference when your auto attacks are missing, but ok.
OK, looks like scepter is in fact getting a buff. As a beam, CI will be able to hit multiple targets and put on up to 25 stacks of confusion total (5 to 5 targets). Well that helps a bit.
Dissentient [DIS] ~Tarnished Coast
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I don’t see how that really makes much of a difference when your auto attacks are missing, but ok.
As I said 3 posts ago…I don’t think Mesmer scepter has to hit in order to spawn a clone. All it needs is a target.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I don’t see how that really makes much of a difference when your auto attacks are missing, but ok.
As I said 3 posts ago…I don’t think Mesmer scepter has to hit in order to spawn a clone. All it needs is a target.
Yes, but that’s not the issue. Sure, it’s fine that you can spawn clones. You can get dps from the other abilities too, but that doesn’t justify having an auto attack that only lands on stationary targets.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I don’t see how that really makes much of a difference when your auto attacks are missing, but ok.
As I said 3 posts ago…I don’t think Mesmer scepter has to hit in order to spawn a clone. All it needs is a target.
Yes, but that’s not the issue. Sure, it’s fine that you can spawn clones. You can get dps from the other abilities too, but that doesn’t justify having an auto attack that only lands on stationary targets.
If you are using the scepter with the intent of making the dissipation traits do your damage, you will be running a condition damage build. In a condition damage build, the scepter autoattacks are completely worthless with the exception of spawning clones. Whether or not they hit will not matter in your overall dps, only whether or not the clone explosion hits.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I don’t see how that really makes much of a difference when your auto attacks are missing, but ok.
As I said 3 posts ago…I don’t think Mesmer scepter has to hit in order to spawn a clone. All it needs is a target.
Yes, but that’s not the issue. Sure, it’s fine that you can spawn clones. You can get dps from the other abilities too, but that doesn’t justify having an auto attack that only lands on stationary targets.
If you are using the scepter with the intent of making the dissipation traits do your damage, you will be running a condition damage build. In a condition damage build, the scepter autoattacks are completely worthless with the exception of spawning clones. Whether or not they hit will not matter in your overall dps, only whether or not the clone explosion hits.
I think you’re missing the point…
But if you’re perfectly cool with your auto attacks airballing, more power to you I guess.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I don’t see how that really makes much of a difference when your auto attacks are missing, but ok.
As I said 3 posts ago…I don’t think Mesmer scepter has to hit in order to spawn a clone. All it needs is a target.
Yes, but that’s not the issue. Sure, it’s fine that you can spawn clones. You can get dps from the other abilities too, but that doesn’t justify having an auto attack that only lands on stationary targets.
If you are using the scepter with the intent of making the dissipation traits do your damage, you will be running a condition damage build. In a condition damage build, the scepter autoattacks are completely worthless with the exception of spawning clones. Whether or not they hit will not matter in your overall dps, only whether or not the clone explosion hits.
I think you’re missing the point…
But if you’re perfectly cool with your auto attacks airballing, more power to you I guess.
While it’s certainly a problem, if you’re using the scepter with the intent of doing damage via its autoattack chain, you’re gonna have a bad time. The chain is absurdly slow, and does absurdly low damage. The only saving grace of it is that it spawns a clone at the end of the third chain attack.
I tried out scepter with crippling dissipation and debilitating dissipation, and I just don’t feel like it’s worth the sacrifices you have to make. At least not with my play style. I was finding almost immediately that the enemy wasn’t close to the clones when they would be replaced… in fact it seemed like with my play style the clone getting replaced was always the farthest one away from the mob, which was kind of frustrating.
Broken anyway.
I remember seeing something similar for rangers before they increased projectile speed for arrows. Considering how mesmers are doing compared to rangers, I can see why this has been overlooked for mesmers, but this is still pretty ridiculous. Hopefully this will be fixed in the future.
I’m fairly certain this wouldn’t work against the Mesmer scepter. Since the chain advances regardless of being hit, and iirc, the last one only needs a target to spawn the clone on, it doesn’t have to make contact.
That doesn’t make much of a difference if the clone casts the same ability that misses the target.
I mean, I have nothing against slow projectiles in game, but personally, making the basic small damage attacks so easily avoidable just doesn’t make for fun gameplay (my 2 cents).
The point of the dissipation traits is that when the clone dies/is overwritten, it explodes. That doesn’t rely on any sort of clone autoattacks in any way.
I don’t see how that really makes much of a difference when your auto attacks are missing, but ok.
As I said 3 posts ago…I don’t think Mesmer scepter has to hit in order to spawn a clone. All it needs is a target.
Yes, but that’s not the issue. Sure, it’s fine that you can spawn clones. You can get dps from the other abilities too, but that doesn’t justify having an auto attack that only lands on stationary targets.
If you are using the scepter with the intent of making the dissipation traits do your damage, you will be running a condition damage build. In a condition damage build, the scepter autoattacks are completely worthless with the exception of spawning clones. Whether or not they hit will not matter in your overall dps, only whether or not the clone explosion hits.
I think you’re missing the point…
But if you’re perfectly cool with your auto attacks airballing, more power to you I guess.
While it’s certainly a problem, if you’re using the scepter with the intent of doing damage via its autoattack chain, you’re gonna have a bad time. The chain is absurdly slow, and does absurdly low damage. The only saving grace of it is that it spawns a clone at the end of the third chain attack.
Yes…that’s exactly the point that I’m making…
OK, looks like scepter is in fact getting a buff. As a beam, CI will be able to hit multiple targets and put on up to 25 stacks of confusion total (5 to 5 targets). Well that helps a bit.
This change is from the recent “State of the Game with GW2Guru” if anyone was wondering. It sounds like the beam needs to pass through a line or clump of targets to apply confusion to multiple targets, but I see this being very potent for a skilled confusion mesmer, helping to deal with group fights more effectively.
if u run a confusion build i’d definitely recommend using a scepter.check it out..u will get some pretty nice stacks and numbers
[AVTR]
Isle of Kickaspenwood
I wish Scepter spawned a clone on the 2nd and 3rd attack, would be make it a much better weapon.
Anyway, I use it in WvW and PvE with my glamour build but in sPvP I use the same build but use sword mainhand instead. Scepter isn’t a weapon I would take to a small skirmish. Just doesn’t have the sustained damage or utility they other weapons have.
Check out my youtube channel for lots of video’s of mesmer(s) using scepters (in some of the guild video’s you’ll see up to 7 or 8 mesmers using scepter at the same time )