Scepter auto-attack replacing phantasms...

Scepter auto-attack replacing phantasms...

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Posted by: Asuka Shikinami.5462

Asuka Shikinami.5462

I have started using the scepter in a phantasm build, to try out new things. I am finding it really irritating though how the auto attack always summons a clone on the third hit. For example if you have two phantasms up and summon a third while using scepter, the third hit of the auto attack will replace one of the phantasm. I can understand using a skill that specifically summoned a clone like mirror blade, but as part of a chain that cannot be avoided without taking a hit to sustained DPS, it is concerning.

Worse is the fact the clones don’t really do anything, their attack is slow and has no impact other than potentially bleeds, but other clones do this better anyway. While switching to sword is a possibility, this forces us into melee for sustained DPS.

Anet, please consider the function of this weapon and the impact this has. Not only is the chain slow due to the delay on the third attack, the clones are weak and over-riding phantasms on an auto-attack chain is not cool. Also I can’t see this being used heavily in a shatter build as the clone creation rate is so slow. Potentially adding a conditional statement to prevent this from summoning clones on the third attack if you have 3 phantasms out would be good. Giving the clones a function in the first place would be a nice start.

After I’m elected, bribing me will be considered a “gold sink”
- John Smith

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Posted by: Embolism.8106

Embolism.8106

Clones used to replace the oldest Illusion regardless of whether it is a Phantasm or a Clone. Now it only replaces the oldest Clone unless you have three Phantasms, in which case it replaces the oldest Phantasm. It’s already much better than it used to be.

But yes, the Sceptre is a poorly designed mess. Anet doesn’t know whether they want it to be a Power-based weapon, a condition-based weapon or some obscure Clone spamming concept; and the result is something that isn’t any of those and fulfills no role.

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Posted by: Krispera.5087

Krispera.5087

Since iZerker bug or nerf, I’m using Sc/Pistol, Sw/Focus and it’s VERY annoying. When you are in a boss fight and it takes time to kill it, Scepter auto attack always override my iDuelists. I removed the Scepter auto attack and wait for Confusing Images.

We should be able to choose if it does a clone or not. It’s sad.

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Posted by: Ralathar.7236

Ralathar.7236

Adding my voice to the pile, it’s bad design for the scepter to replace a phantasm with a clone. Phantasms are always worth more.

Rashanala – 80 Elementalist
Ehmry Bay – Legion of the Iron Hawk [Hawk]

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Posted by: Midnightjade.3520

Midnightjade.3520

I don’t use it either, mainly because auto-attack is so slow and because confusion got nerfed. Right now I usually go with Sw/Focus + Staff in a phantasm build with a few modifications, the sword offhand can also be switched out to /pistol or /sword. Occasionally I’ll use sword/pistol + sword/focus.

I always use two phantasms rather than three, so the third slot is open for clone – it means I have freedom to use decoy, deceptive evasion+blink, and phase retreat while the phantasms stay up and wail on the target.

Onyx: Norn Guardian 80. Queen in Tatters: Asura Mesmer 80.
[The Flameseeker Prophecies] 4/11/13
Itinerant, no guild.

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Posted by: Linguistically Inept.6583

Linguistically Inept.6583

not just scepter; no clone should destroy a phantasm, deceptive evasion, decoy, blocks and mirror images

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]

Scepter auto-attack replacing phantasms...

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Posted by: Grimms.9016

Grimms.9016

I support this thread.

Seven Mirror [KING] – Sorrow’s Furnace
7mirror vids/builds

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Posted by: Ross Biddle.2367

Ross Biddle.2367

not just scepter; no clone should destroy a phantasm, deceptive evasion, decoy, blocks and mirror images

Except when you want a clone to spawn, such as combining a dodge roll and a stealth skill. So yeah, apples and oranges.

Two things you can do. 1) Don’t use the sceptre. 2) Become a better player and alter your gameplay to more effectively use the scepter in it’s current design. Don’t want to adapt to the design? See thing 1.

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Posted by: Dracatis.1908

Dracatis.1908

Yea, this is quite annoying on bosses, when I get three phantasms up I have to switch weapons so that the scepter doesn’t pop my phantasm. This is up there on my annoyance list with evasion/invuln preventing me from making illusions. They should still be made even if their attack misses. I can somewhat understand blind, if you can’t see a target you’d have trouble playing tricks on them, just like if terrain obscures them(though honestly if my characters head can see their characters head, I should be able to mess with their head, it is a mental attack).

“We are the makers of the music, we are the dreamers of the dream”
-Willy Wonka(Gene Wilder)

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Posted by: Nuka Cola.8520

Nuka Cola.8520

lol i made a thread about this like 7 months ago. what u should do is salvage your scepter for ectos and forget that weapon exists.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

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Posted by: Phloww.1048

Phloww.1048

This is deja vu, but when using the scepter with phantasm builds (or any build that you want to keep phantasms out), just summon out 2 and leave the 3rd spot open for your clones. That way, you’ll always have those 2 phantasms out and won’t worry if Deceptive Evasion, clone-on-block, etc. get in the way. If you want your clones to be more useful, you can take either Crippling Dissipation or Debilitating Dissipation or both. I’ll admit that the scepter needs reworking and/or buff.