Scepter Suggestion #X

Scepter Suggestion #X

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Posted by: RJ Zephyroth.6473

RJ Zephyroth.6473

Autoattack: If you are at maximum clone capacity, instead of generating a new clone on the last attack, it could proc shatter effect of the last shatter type used by the player, for the duration of a 1-clone shatter, i.e, 1 second. Default shatter effect could be Mind Wrack.
Maybe even clone-on death traits, but that would be too OP.

Scepter Suggestion #X

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Posted by: Ross Biddle.2367

Ross Biddle.2367

The core idea is pretty good. However a condition on death shatter effect already happens if triated, only via creating a new clone. The trouble is that sceptre clones are ranged, so if the target isnt close enough the effect is lost. This problem may still be apparent with your idea.

You could have it that if you’re at max clonage, then third attack causes a “shatter” effect on all clones, dealing AoE random condition to all nearby. That’s create a field of potential condition application.

Scepter Suggestion #X

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Posted by: RJ Zephyroth.6473

RJ Zephyroth.6473

Actually, my concept did not involve the creation of any dummy clones, as such, when clone capacity is full. It should just generate the shatter effect on the target, not in an AOE.
Your idea is pretty awesome. I like the concept of wreaking some AOE chaos on the battlefield, given that lack of AOE damage is one of our primary shortcomings. I, as a condition Mesmer, would love it. The only problem I could find with that is the positioning of the clones. Since we can’t micro-control, and most clones/phantasms have iffy positioning, not to consider phantasms like the Sword and Pistol ones, whose idea is to stay out of enemy reach, achieving true condition control would be distracting, considering we Mesmers already have enough on our minds to think about in PvP and PvE, without worrying about illusion positions.

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Posted by: Carighan.6758

Carighan.6758

That’d be a bit unhinged compared to the Sword, though. They’re already different in one being more about condition-damage (slightly so), the other about binary conditions (slightly so).

Further, one is melee (dur) and gives superior defence and cleaving attacks (which are standard) in turn.

I don’t think we need more differentiation with an effect which only works well if your clones are not pressured (meaning you don’t actively shatter, among other things) versus one which works largely off player-based damage.

If at all I’d go the opposite route, and would say that the core difference between Sword and Scepter should be Cleaving vs Range. Mainhand picks engagement distance.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Scepter Suggestion #X

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Posted by: DaisyRogers.6837

DaisyRogers.6837

in my use of sceptor I have come to the realization that it is purely meant for clone spam and proc’ing clone suicide traits. Which it does alot.

More over, the sceptor is also quite powerful played in the 300-600 range with its block. Pair it with sword off hand and it is even more powerful close range with another clone spamming proc. Fighting amidst your clones also ensure a higher chance of death effects proc’ing. Kite enemies into them.

the amount of visual distortion (not skill distortion) from death effects is also pretty huge and bright and going invisible or blinking in the midst of it can be quite disorienting for opponents.

The sceptor becomes much more reliable and potent when traited for death. You will be spamming clones faster then you can shatter most drawn out fights anyways.