(Frustrated cause missklicked previous post away when nearly done….)
In this thread we’re going to discuss the possibility’s to make scepter more viable, but most of all to balance the weapon.
So everyone knows the scepter of mesmer. It has some ups and downs. With this I mean that the auto attack has nothing to do with the weapon or mesmer at all, the block can turn games but is also sometimes very unreliable whereas the active effect of the block is very weak and the channeling skill is scaling too well with power, while the casting time is pretty long.
1.0 Auto attack
1.1 Ether Bolt
1.2 Ether Clone
1.3 Ether Blast
2.0 Scepter #2
2.1 Illusionary Counter
2.2 Counterspell
3.0 Scepter #3
3.1 Confusing Images
1.0 Auto attack
As everyone knows, this is a waste of time to use. As it is now, it deals no conditions while it is on a condition weapon, but then again it also deals no great spike damage. What’s pretty odd with all 3 chain attacks, are the scaling and the base damage of it. For comparison I use scepter #1 of necromancer.
Necromancer: 118 (0.350)- 118 (0.350) – 168 (0.500)
Mesmer: 168 (0.500) – 168 (0.500) – 252 (0.750)
As you can see, the auto attack without scaling is already 1.42 times stronger than that of necromancer. Add scaling to this and you come down to around 1.6 times stronger. That’s quite a lot for a condition weapon to do plain damage! My suggestion to this would be to lower both scaling and base damage to what necromancer #1 scepter has.
Another note about this skill; the velocity of the projectile is really slow. This could definitely get a buff. I’d suggest buffing it by 25% would make it just prefect.
So now we have a skill that is actually good at nothing, we can start buffing it!
1.1 Ether Bolt
First attack in the chain, this skill can’t be too strong. I’d suggest to let this skill apply 1 second of cripple. Why? Because condition mesmers have a really hard time keeping enemies with them, while for example condition necro can just spam chill and immobilizes to keep them close. I wouldn’t increase the duration too much, because then you would get perma cripple and I don’t think that will come out great to the community.
To sum up:
Shoot a bolt of energy at your target which applies cripple.
Damage: 118 (0.350)
Range: 900
Cripple: 1s
1.2 Ether Clone
This is the 3rd attack in the chain, please be aware of this. I’ll discuss this first because I want #2 and #3 in the chain switched due it’s name of Ether blast and my idea on his rework.
Also, I would change this skill name to ‘’Ether Pain’’ to match it’s effect:
Since confusion got nerfed pretty hard and more and more professions got access to it, I feel mesmer is a lackluster on this point now. What was supposed to be a ‘’mesmer condition’’ has become more like an add to the mesmer. This is mostly my reason to make this skill apply 4 seconds of confusion. With 100% condition duration you would be able to keep 4 confusion stacks constantly when spamming your auto attack. Seems pretty fair to me? This could be lowered to 3 seconds if it will come out too strong.
To sum up:
Shoot a second bolt of energy at your target which applies confusion.
Damage: 118 (0.350)?
Range: 900
Confusion: 4 s
1.3 Ether Blast
As mentioned before, this was the #2 in the chain, but will now be the end of the chain.
To match it’s name, most of you might expect that I would put a blast finisher on it. But no, I actually don’t want that. Why? Because it’s a ’’projectile’’. Projectiles are usually unreliable and don’t match the use of it as blast finisher.
What I, however, do want for this skill is the following:
Shoot a third bolt of energy at your target and applies a random condition to enemies around it.
Damage: 168 (0.500) (3rd attack in chain, so yes the damage is correct)
Range: 900
Radius: 240
Chill: 1.5 s
Weakness: 2 s
Torment: 2 s
At first I had the idea of applying chill only, but this would come out really op as you could do perma chill that way. Adding a chance to apply chill would take away that part of being it used too many times. The only thing I do dislike about it is the ’’random’’ proceed what also is going on with chaos storm, chaos armor and #1 staff, but since all 3 are sure worth applying I don’t see much of a problem here.