Nothing rebalance for scepter?

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

While necro got happily, inflict x7 torment with scepter each 10 second , without relying on the enemy, and in one hit, us (the mesmer) we have to inflict x5 torment with illusionary counter , depending on the enemy attack, that also it’s easy to dodge, because the enemy discovers and react fast, if illusionary counter outside unblockable and hit out fast, will offset by liabilities cost, but, once again, the Mesmer becomes secondary condition.

We can never have a focused and single dps condition with mesmer? We should have a unique condition dps in the mesmer, like the action of torment and confusion, to differentiate ourselves from the rest of the profession condition, because now the necro can do exactly the same as us with torment.

Unique condition dps how for example “wastrel´s demise”, action akin to torment or confusion condition, dps for second and double dps if the enemy uses dodge and not evade any attack, or use an skill without success (when this skill is failed or the enemy dodged, or interrupted) or a new effect, does more damage on each second, per each skill (only weapon) unused, or double damage while the enemy doesn’t attack and nor are using any skill, thus, forcing the enemy to use the skills, would condition the counterpart of confusion, would give more life to the game mesmer condition, especially in pve, offset by the confusion condition.

To make it more straightforward and simple:

Wastrel (Unique condition only for mesmer)

Is a condition that deals damage each second and additional damage time while the enemy not attacking or not using any skills.

The formula for wastrel’s damage is:

(0.45 * Condition Damage) + (0.18 * level) + 1.5 damage per stack per second while using skill or attack.

(0.0625 * Condition Damage) + (0.575 * Level) + 3.5 damage per stack per second while not using any skill o attack.

On the other hand, the scepter need to press more to objective with conditions, so far is a clone shows, and in turn, it is very annoying to have to replace a phantasmal if we control 3 for one clon, it need modify the AA (auto attack) of the scepter, specialized conditions, such as mace AA revenant (x2 Torment and 1x Poison), or scepter AA necro (x2 Bleed and x1 Poison) then the same with the scepter of Mesmer (x2 Torment and 1x Confusion).

AA Scepter:

Distressing Ether: Shoot a bolt of energy that torment at your target. (x1 Torment) (4s)

Tormentor Ether: Shoot a second bolt of energy that torment at your target. (x1 Torment) (4s)

Confounding Ether: Shoot a third bolt of energy that confuse the target. (x1 Confusion) (4s)

On the other hand, the scepter clone would use the same chain of AA scepter attack (x2 Torment and x1 Confusion), because we can only invoke clon with Counter Illusionary or other skill, so it would compete on the same level with the one-handed sword, both have one skill to invoke their clone. Remember that the clone of one-handed sword, until now, the clon use the AA chain sword, and clon scepter use single bolt ether.

Illusionary counter should be modified, block the next attack (continued channeler until to block), when you block, so instant and fast applying Torment and creating a clone that casts attacking, very similar to clone illusionary leap, which attacks just when to invoke, now if counter illusionary successfully blocked, counterspell is usable for a short time, counterspell shoot out a bolt that blinds and wastrel foes in a line. If illusionary counter expires and does not block any attack, then shoot counterspell.

I would like that too, we get new sound for Illusionary counter, a sound effect similar a echo of memory, is a effect sound very mesmer and successful

Illusionary Counter

Block the next incoming attack. When this skill ends, you cast counterspell. If an attack is blocked, counter applying torment and creating a clone, and counterspell is usable for a short time.

- Illusionary counter blocked:

Damage: 672
x5 Torment (8s)
Block Duration: 2s
Range: 900

-Counterspell

Damage: 34
Blind (5s)
x3 Wastrel (8s)
Number of Targets: 5
Range: 900

And finally, confusing images remains weak, a little more pressure could compete, should increase slightly more damage confusion, or at least some buffo on trait grandmaster malicious sorcery.

Would line base attack speed of scepter increase 15% (only skill scepter, only affects activation time skill of scepter, no overall other skill)

Malicious Sorcery

Blows with the scepter in confusing enemies, have a chance to cause wastrell. Reduces recharge on scepter skills.

Chanche on hit: 50%
x1 Wastrel (5s)
Recharge Reduced: 20%

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Posted by: Azure.8670

Azure.8670

Dont expect any word on scepter until a few months after HoT. due to the amount of clones scepter produces, pretty sure the devs are keeping a close eye on chronomancer to see what crazy builds people come up with. Scepter may become much more popular than it is

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

If the necro, already has two unique conditions (fear dps and chill dps), why not also make mesmer, have their own unique condition “wastrel”? Specialized only for the scepter.

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Posted by: Curunen.8729

Curunen.8729

I just want to see sword get some native condition options – either through traits (ie confusing combatants) or on the skills. At least vuln now affects condi damage, but I don’t like how scepter and sword are forced into completely different damage types.

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Posted by: rabidsmiles.5926

rabidsmiles.5926

There may be word yet…they didn’t show us all of the balance notes yet (the guys doing the show were a wasting time telling stories and jokes -.-). Have to wait til Tuesday to see if anything else gets tweaked…

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

So would the new icon graphic of condition wastrel

Attachments:

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Posted by: nearlight.3064

nearlight.3064

Mesmer scepter is fine.

The necromancer scepter was woefully underperforming as a condition damage weapon, simply because its sustained pressure was kitten due to bleeds being really weak. Now it will actually have some burst condition application, which its needed for all this time.

Mesmer scepter 2 and 3 are both condition burst skills, and they’re in a very good spot for balance atm.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: tobascodagama.2961

tobascodagama.2961

Mesmer scepter may not have been as bad off as Necro scepter, but I wouldn’t say it’s “fine”. The really big issue with it is that its AA chain is clunky and slow, especially at long range, and it also overwrites Phantasms.

Amberley Avalen – Charr Mesmer
Tanya Larina – Human Thief
Finchy Whyte – Sylvari Ranger

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Posted by: Phloww.1048

Phloww.1048

Agree that the AA chain is clunky/slow and would like the projectile velocity to be faster or be instant like necromancer’s. I think it’s mentioned by someone, but it would be nice to see the 3rd attack deal extra damage if there’s already 3 illusions out, instead of summoning a clone. Hope there will be some scepter buff coming Tuesday.

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Posted by: Cecilia.5179

Cecilia.5179

Technically, to get all 7 stacks of torment, we have to rely on the enemy not cleansing any conditions… Also, they did say that this isn’t everything that is getting changed.

Necromancer Rights Advocate
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate

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Posted by: Arshay Duskbrow.1306

Arshay Duskbrow.1306

As I said in another thread, scepter needs a complete rework. It should hit instantly like Necro scepter, the AA needs to be much faster, and personally, I think the clone generation mechanic should be dropped completely in favor of actually being able to inflict appreciable torment and confusion. This will also reward clones being generated in other ways, as their AAs will also inflict conditions.

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Posted by: Embolism.8106

Embolism.8106

If Sceptre 1 hits instantly then that would automatically make it much faster at range because of its weird aftercast “bug” that makes it slower the further away you are.

In fact that may well be all the Sceptre really needs to make it completely competitive with Sword (and then have whatever equivalent buffs Sword is having).

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Posted by: ozzy.8059

ozzy.8059

if they promote pu condi play in any way you guys would be given the ele treatment by players. you are already a problem for wvw roaming and extremely strong in pvp 1v1 &+1 fights there really i no need to buff it at all

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Posted by: Levetty.1279

Levetty.1279

The problem that scepter is always going to have is that its a condition weapon and people are convinced that our condition builds are stronger then they actually are (a problem most mesmer builds have actually). Just look how much hate Mesmer condition builds get in game and on the forums, even if you don’t bring PU, remembering that currently Eles, Guards and Engies can spam rediculously large burn stacks.

Hell I had a ranger start raging at me yesterday and calling me a noob for using a cheese build just because my condi build had condi cleanse in it.

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Posted by: AlphatheWhite.9351

AlphatheWhite.9351

if they promote pu condi play in any way you guys would be given the ele treatment by players. you are already a problem for wvw roaming and extremely strong in pvp 1v1 &+1 fights there really i no need to buff it at all

They’re nerfing PU, hard.
Were you just…not paying attention, or something?

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Posted by: tobascodagama.2961

tobascodagama.2961

The “nerf pu” crowd were never paying attention in the first place. Scrubs are gonna scrub, and they only ever learn enough about a game’s meta to kitten on whatever they think killed them last.

Amberley Avalen – Charr Mesmer
Tanya Larina – Human Thief
Finchy Whyte – Sylvari Ranger

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Posted by: Embolism.8106

Embolism.8106

As it is the Sceptre is really a hybrid weapon, not a condi weapon. In a Power build Ether Bolt does comparable damage to Mind Slash and Confusing Images does more damage than Blurred Frenzy. Illusionary Counter also does a respectable amount of direct damage, which is much more than could be said about Illusionary Leap.

I really hope balancing for the Sceptre keeps its currently hybrid nature instead of trying to push it further into the condi weapon niche. For one thing it’s a kitten shame, for another the Mesmer only has two mainhands so having one of them be a hybrid jack-of-all is perfect… provided it’s competitive either way.

(edited by Embolism.8106)

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Posted by: skcamow.3527

skcamow.3527

Honestly it’s as much power as condition. The damage scaling on scepter skills is oddly very high. I use a power DPS build in which I have got up to 8k on a squishy target with about 10 might. The burst is definitely real. The conditions on top of that are icing and with that amount of decent might, can be decently potent. I’m loving the build I’m currently running with scepter as a ranged DPS highlight, essentially replacing GS.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Dondagora.9645

Dondagora.9645

Scepter is fine, but the idea of Wastrel sounds awesome~

I’d like to see Wastrel on another Elite Spec focused on punishment.

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Posted by: Curunen.8729

Curunen.8729

As it is the Sceptre is really a hybrid weapon, not a condi weapon. In a Power build Ether Bolt does comparable damage to Mind Slash and Confusing Images does more damage than Blurred Frenzy. Illusionary Counter also does a respectable amount of direct damage, which is much more than could be said about Illusionary Leap.

I really hope balancing for the Sceptre keeps its currently hybrid nature instead of trying to push it further into the condi weapon niche. For one thing it’s a kitten shame, for another the Mesmer only has two mainhands so have one of them be a hybrid jack-of-all is perfect… provided it’s competitive either way.

Although confusing images and the auto attack do solid power damage, I find that iCounter direct damage is weak compared with before they split it to add torment.

Even with the bugs, I’ll take ileap’s mobility over iCounter in a power build any day.

Maybe if they reduced the duration of the torment stacks on iCounter, and buffed the direct damage.

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Posted by: ozzy.8059

ozzy.8059

if they promote pu condi play in any way you guys would be given the ele treatment by players. you are already a problem for wvw roaming and extremely strong in pvp 1v1 &+1 fights there really i no need to buff it at all

They’re nerfing PU, hard.
Were you just…not paying attention, or something?

it changes nothing in pvp and its just as painful there

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Posted by: Deim Hunir.8503

Deim Hunir.8503

Having a punishment spec someday would be amazing.

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Posted by: Mikkel.8427

Mikkel.8427

The scepter AA drives me crazy… scepter has so much potential if the AA didn’t kitten so much.

-Its super slow, even traited
-Its even slowER at a distance
-Single target
-Clone overwrites phantasms
-Clones have the worst condi-pressure out of all our clones (assuming you’re traited into dueling)
-Ether Clone can be REFLECTED! Srsly… wtf? There is a reason Mirror blade is unblockable… I’d love to know who’s idea this was.

/rant

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Posted by: CandyHearts.6025

CandyHearts.6025

As someone who solely uses Scepter over any other weapon. . . I find that the issue isn’t really the condi being placed by it. I like it as it is. A jack of all trades as many have put it. The issue for me isn’t how slow it hits either (which is fine because we get clones) but maybe if we got a small increase in AA damage. It feels really lacking for how slow it is.

Edit – I use it mostly in power builds (and 1 condi). The burst is amazing via and I’d be heart broken if that changed any!

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Posted by: JMeth.8063

JMeth.8063

I want to know if scepters are actually worth for PvE. I always prefer anything other than swords because swords are so common as hell and generally better but after the buff on swords, it makes it even more uneven between the scepter and the sword. Scepters really need some love for the mesmer.

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Posted by: Embolism.8106

Embolism.8106

Sceptre’s AA is actually pretty fast… if you’re in melee.

Rob, is it possible to fix this at all?

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Posted by: Xyonon.3987

Xyonon.3987

Sceptre’s AA is actually pretty fast… if you’re in melee.

Rob, is it possible to fix this at all?

hasn’t this been “fixed” ??

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Embolism.8106

Embolism.8106

Sceptre’s AA is actually pretty fast… if you’re in melee.

Rob, is it possible to fix this at all?

hasn’t this been “fixed” ??

Never ever.

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Another idea that comes to mind is, the 3º AA skill:

Ether Clone

Shoot out a third bolt of energy that damages your target. Summon a clone that casts Ether Bolt. If you control 3 clone, instead of summon a clone, inflict confusion.

On the other hand, could increase the duration of condition of each AA skill on 4s

Something like:

Ether Bolt

Shoot a bolt of energy at your target. (x1 Torment 4s)

Ether Blast

Shoot a second bolt of energy at your target. (x1 Torment 4s)

Ether Clone

Shoot out a third bolt of energy that damages your target. Summon a clone that casts Ether Bolt. If you control 3 clone, instead of summon a clone, inflict confusion

(x1 Confusion 4s)

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Posted by: Artyport.2084

Artyport.2084

If they would just fix the AA animation on scepter I would be beyond happy. We are casting a spell not slinging a baseball bat.

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Posted by: feight.2704

feight.2704

If they would just fix the AA animation on scepter I would be beyond happy. We are casting a spell not slinging a baseball bat.

^ This.

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Posted by: Robert Gee

Robert Gee

Game Designer

Dont expect any word on scepter until a few months after HoT. due to the amount of clones scepter produces, pretty sure the devs are keeping a close eye on chronomancer to see what crazy builds people come up with. Scepter may become much more popular than it is

Scepter is difficult to balance because of the clone generation on AA. As a mesmer player I’d like it if the last attack wasn’t so slow too, but increasing the speed of the final attack risks imbalancing mesmer DPS by increasing clone generation speed.

If the necro, already has two unique conditions (fear dps and chill dps), why not also make mesmer, have their own unique condition “wastrel”? Specialized only for the scepter.

Fear and chill are not unique to necromancer. Necromancer has traits that modify these conditions but what you’re asking for is an entirely new condition which has a lot of balance implications to it and is very unlikely to happen.

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Posted by: denis.9487

denis.9487

Clone generation is held in check by shatter cooldowns. We no longer have traits that cause clones to inflict conditions when killed by enemies or ourselves. So speed would be a quality of life help.

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Posted by: Zenith.7301

Zenith.7301

Dont expect any word on scepter until a few months after HoT. due to the amount of clones scepter produces, pretty sure the devs are keeping a close eye on chronomancer to see what crazy builds people come up with. Scepter may become much more popular than it is

Scepter is difficult to balance because of the clone generation on AA. As a mesmer player I’d like it if the last attack wasn’t so slow too, but increasing the speed of the final attack risks imbalancing mesmer DPS by increasing clone generation speed.

If the necro, already has two unique conditions (fear dps and chill dps), why not also make mesmer, have their own unique condition “wastrel”? Specialized only for the scepter.

Fear and chill are not unique to necromancer. Necromancer has traits that modify these conditions but what you’re asking for is an entirely new condition which has a lot of balance implications to it and is very unlikely to happen.

You mean burst, not DPS.

Additional clones make no DPS contribution whatsoever. The damage is tied strictly to shatters, and shatters are not enough a DPS gain PvE, in fact a DPS loss as a result of sacrificing phantasms or staff clone condi application (pve condi spec is basically summoning 3 staff clones and autoattacking with staff).

Shatter has a cooldown, and clones are capped to three. I don’t see how faster clone generation translates to more DPS at all, just more 3 clone shatter opportunities in pvp, which is only a single format.

Mesmer and necro condi DPS builds in PvE are abysmal, if husks or high toughness mobs become a thing, it’s engineers and rangers who will be taken since burn centric condi specs with high cleaving (which the mesmer does not have as a condi spec) are the strongest condi builds in PvE.

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Posted by: Kitta.3657

Kitta.3657

just drop the clone generation on AA. Seriously.

mouth too blunt, truth too loud

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Posted by: CandyHearts.6025

CandyHearts.6025

just drop the clone generation on AA. Seriously.

Please no.
That’s not the problem. The problem is how it overrides phantasms / slow / lacking dps for how slow it is. Not the clone generation itself.

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Posted by: eldenbri.1059

eldenbri.1059

I actually prefer if scepter is left where it is at least until HoT comes out. Possibly increasing the projectile speed by 5% on auto-attack is good (this will basically be no different when you’re in melee and a small increase at range)

As it stands, this weapon seems to provide nice condition damage, nicely scaling power damage, and good opportunities to create clones. It feels like it can be used well for many builds. Given that there are only two mainhand weapons, I would much rather see this weapon left as it is with the ability to fill many roles versus taking anything away from it to push it toward another role.

I like scepter enough to finally make the commitment to a legendary weapon. I’m about halfway through creating Meteorlogicus, so I really hope I get to use it

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Posted by: frifox.5283

frifox.5283

If clone generation speed is too fast for balance reason, keep aa speed same as now but make it so if you already have 3 illusions out the 3rd attack of the aa chain instead of summoning another clone (and possibly overwriting a phantasm) the skill would simply execute faster and do bonus dmg, just like the 3rd sword aa.

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Posted by: AlphatheWhite.9351

AlphatheWhite.9351

Scepter is difficult to balance because of the clone generation on AA. As a mesmer player I’d like it if the last attack wasn’t so slow too, but increasing the speed of the final attack risks imbalancing mesmer DPS by increasing clone generation speed.

Math to the rescue!

Assuming:
1. This Meta build: http://gw2skills.net/editor/?vhAQNAscRnknBtfitqBmfCUrhFWjiMBCggrOZb2oFNLmuqD-ThRBABXt/o8DP9B5dKAA4JAQp6PmpEMAwBwv9tv/G48zP/8zPvf/93f/93yAoPGA-e
2. Permanent 25 stacks of vulnerability on the target
3. Permanent 25 stacks of might
4. Night time
5. Always over 90% health
6. 100% fury uptime (no dueling, so it’s not easy)
7. You manage to get Compounding Power full bonus on Mind Wrack (probably not feasible)
8. You manage to do a 3-illusion shatter every. single. time.
9. 100% alacrity uptime.

In short, assuming essentially perfect conditions for shattering.

The potential damage of a single Mind Wrack = 16,690 damage.
Without alacrity, 16,690/10.5 = 1,589 dps.
With alacrity, at the experimentally-verified effective cdr of 33.3%, 16,690/7 = 2384 dps.

Robert, this is pitiful.
By comparison, an elementalist spamming lava fonts with alacrity in the same conditions deals around 14,500 dps, and that’s before the target falls below 50% health!
In order to match that same dps, Mind Wrack would need a base cooldown of 2 seconds, and also be able to generate 3 illusions in those 2 seconds!

Given that using Scepter to generate those extra clones would cut down your dps even further because you’re not using Phantasms (or other attacks, lol), your worry that the clone generation of the scepter could be a problem with increasing scepter attack speed just doesn’t line up with the math.

But just in case you aren’t convinced based on the already-weak dps of shatters,
Consider the difference in dps between constant 3-illusion and constant 2-illusion shatters.
That is, assuming we can get 2-illusion shatters every time MW is on cooldown already, what is the dps increase if scepter suddenly made it possible to always get 3?

Dmg(2 illusions) = 13,464
13,464/7 = 1923
2384 – 1923 = 461

So the difference in dps between shattering 2 illusions and shattering 3 off cooldown in perfect PVE conditions is 461 dps.
Be still, my beating heart.

I’m sorry Robert, but your logic doesn’t hold up, because shatters are just not good dps, and unless you severely redesign the system, they never will be.

(edited by AlphatheWhite.9351)

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Posted by: Zenith.7301

Zenith.7301

It’s pretty clear he meant burst, since they balance primarily with pvp burst concerns in mind.

Don’t even bother with PvE DPS calculations to prove your point, it’s pointless since PvE balance will never take precedence.

PvE appears to be an incidental and secondary feature of the game.

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Posted by: Wizigard.4760

Wizigard.4760

Scepter is difficult to balance because of the clone generation on AA. As a mesmer player I’d like it if the last attack wasn’t so slow too, but increasing the speed of the final attack risks imbalancing mesmer DPS by increasing clone generation speed.

Have you tried experimenting with adding 4th chain skill inbetween torment and clone creation ? If balanced correctly/timed, you could possibly speed up scepter attacks this way while keeping needed delay between summon chain skills.

(edited by Wizigard.4760)

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Posted by: AlphatheWhite.9351

AlphatheWhite.9351

It’s pretty clear he meant burst, since they balance primarily with pvp burst concerns in mind.

Don’t even bother with PvE DPS calculations to prove your point, it’s pointless since PvE balance will never take precedence.

PvE appears to be an incidental and secondary feature of the game.

I prefer to give Robert more credit than that.

I don’t believe he’d be so foolish as to bite the hand that feeds him (the people buying HoT for the content, not the pvp).

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Posted by: Daniel Handler.4816

Daniel Handler.4816

Why is everyone treating it like he stuttered or something. Burst dps is dps as is sustained dps also dps. I also love when I see a developer quoting a comment where people don’t think devs will comment.

Also don’t immediately go to physical damage when you think of dps. The scepter is primarily a condi weapon, and allowing full up time on clones while still shattering is a sustained condi dps increase.

“Kentigem”-chief. Born cycle of Dusk. Wyld Hunt:
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.

(edited by Daniel Handler.4816)

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Posted by: Arewn.2368

Arewn.2368

Scepter is difficult to balance because of the clone generation on AA. As a mesmer player I’d like it if the last attack wasn’t so slow too, but increasing the speed of the final attack risks imbalancing mesmer DPS by increasing clone generation speed.

Could you speed it up, but add a 4th attack to the chain to compensate?

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Posted by: Zenith.7301

Zenith.7301

It’s pretty clear he meant burst, since they balance primarily with pvp burst concerns in mind.

Don’t even bother with PvE DPS calculations to prove your point, it’s pointless since PvE balance will never take precedence.

PvE appears to be an incidental and secondary feature of the game.

I prefer to give Robert more credit than that.

I don’t believe he’d be so foolish as to bite the hand that feeds him (the people buying HoT for the content, not the pvp).

Read the necromancer forums. On my threat asking why the axe was miserably given 10% buff on auto, the reason was “because pvp” more or less (long version: not a projectile so it has no counterplay with reflection, which is only a pvp concern).

Basically, all this time necro, ranger, and mesmer have been stuck with crappy weapon DPS, it’s been because of pvp.

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Posted by: Arshay Duskbrow.1306

Arshay Duskbrow.1306

Scepter is difficult to balance because of the clone generation on AA. As a mesmer player I’d like it if the last attack wasn’t so slow too, but increasing the speed of the final attack risks imbalancing mesmer DPS by increasing clone generation speed.

Then please remove that mechanic as I’ve advocated, and replace it with non-trivial condition application of Torment and Confusion. The clone generation on AA is, by your own admission, nothing but a hinderance to proper balancing of the weapon, as well as an interference with phantasm use.

(edited by Arshay Duskbrow.1306)

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Posted by: CandyHearts.6025

CandyHearts.6025

The scepter is primarily a condi weapon, and allowing full up time on clones while still shattering is a sustained condi dps increase.

It’s really not. It is a great power weapon as much as it is a condi.

Nothing rebalance for scepter?

in Mesmer

Posted by: Mikkel.8427

Mikkel.8427

allowing full up time on clones while still shattering is a sustained condi dps increase.

Not really… With the dueling line and a decent crit rate, ALL of our other clones apply better condition pressure than a scepter clone.

Nothing rebalance for scepter?

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

If the necro, already has two unique conditions (fear dps and chill dps), why not also make mesmer, have their own unique condition “wastrel”? Specialized only for the scepter.

Fear and chill are not unique to necromancer. Necromancer has traits that modify these conditions but what you’re asking for is an entirely new condition which has a lot of balance implications to it and is very unlikely to happen.[/quote]

Okay, i referred to fear and chill as unique condition by modification (transforming it to DPS), so it would be ok include a trait for mesmer that modify the confusion take better than the other professions, the condition confusion highlighted in pve, mean an extra plus for specialized condition, in this case the mesmer focuses on the special condition the confusion, but it only on scepter.

I have several ideas, something like:

Malicious Sorcery

While wielding a scepter, inflict confusión when you remove a buff the enemy. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
x2 Confusión (6s)


Malicious Sorcery

While wielding a scepter, confusión does more damage when you interrupt the enemy or when this dazed. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Bonus Damage: 50%


Malicious Sorcery

While wielding a scepter, skills of the scepter can inflict confusión additional on the tormented enemies. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Chance to Confusion: 33%
x1 Confusion (6s)
———————————————————————————————————————————————————————

Malicious Sorcery

While wielding a scepter, confusion also causes damage the enemies confused when they gain a buff or lose a buff. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
(Confusion also damage the enemy for each buff gained or lost, counts as skill active)


Malicious Sorcery

While wielding a scepter, confusion does more damage to enemies tormented. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Bonus Damage: 15%


Or the closest idea of design “Wastrel” (my idea of design condition unique for mesmer), since it is unlikely to add, it could be included in a trait Grandmaster.

For example, the necro has trait “Terror” (Fear cause damage per second) or the trait “Deathly Chill” (Chill cause damage per second). why not have something mesmer?

Malicious Sorcery

While wielding a scepter, confusion does more damage every few seconds when the enemy does not attack or not active skills. This bonus is reset when the enemy confused attack or active any skill. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Interval: 1s
Combat Only
Umbral Damage Bonus: 15%
(3% bonus damage increase per each second, máximun 15%)

*The bonus damage also benefits when the enemy active skill or attack enemy in this moment, for example, if one enemy confused has not attacked or activated any skill in 3s, when attack or activate a skill on the moment of 4s, confusion do damage of activation with a bonus of increase damage de 12% (3% increase per second until 15% maximum), and then the bonus is reset to 0%, which turns into 1s and gets an increase of 3%, and so every second up to the maximum, if it exceeds 5s It will remain 15% how maximum, not increase more, and will remain 15% bonus damage until the enemy active one skill or attack, or clean condition.

(edited by Angel de Lyssa.4716)

Nothing rebalance for scepter?

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Posted by: nearlight.3064

nearlight.3064

Based on this and your other thread Angel, I’d say you’re the PU condi mesmer WvW roaming poster child.

Still I think malicious sorcery is pretty good where it stands. The 15% attack speed increase is amazing fro getting stomps and the like, and is an offensive condition option compared to the defensive ineptitude.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..