Scepter needs a buff?

Scepter needs a buff?

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Posted by: Embolism.8106

Embolism.8106

Regardless. This isn’t an argument, you won’t win it any harder by misrepresenting what I am saying, and it’s not even particularly on topic.

Bit combative aren’t we? I wasn’t even arguing anything with regards to what you’re suggesting, just stating a fact.

all they would really need to do is switch up where the trait for the scepter is (vitality/healing trait tree wut?) and just re add the confusion somewhere in the auto attack.

First the trait needs to work with more than just Confusing Images, with Illusionist’s Celerity the CD reduction is not applied to Illusionary Counter. Also, change the boring (and relatively useless) +50 CondDmg effect to +300 range, maybe.

The main thing Ether Bolt needs I think is Ether Clone’s cast time should be reduced to 0.5s. It’s not just a buff, it would also make it feel much smoother; currently it feels like Ether Clone interrupts the flow of the chain with its doubled cast time.

I would like to see Ether Clone inflict one stack of Confusion for 3s, but I doubt Anet will ever do that.

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Posted by: Aberrant.6749

Aberrant.6749

No randoms.

Random conditions are a mainstay of Mesmer design, and are actually very powerful when mixed with condition duration – one skill can stack several different conditions, each of which needs to be cleansed separately.

So, yeah, I’m in favor of more random conditions, as they are both fitting and, in some ways, more powerful.

This is why everyone says the staff AA is so great? The problem with randoms is usually RNG is not in our favor (staff stacking nothing but vulnerability when you want fire/bleeds.) Which brings me to the point of staff already pumps out random conditions… Give the scepter confusion somewhere in its AA…. Why? Because now when specced right all skills in scepter torch cause or have the potential to cause confusion… This would solidify its role.

The last thing mesmers need is even MORE RNG in their skills.
EDIT: random conditions aren’t a mainstay of Mesmer design… They are a mainstay of the staff on the Mesmer. Every other weapon we have does only specific conditions…

A handful of things you have wrong…

1) I never stated Scepter shouldn’t get a consistent condition. One is good, and confusion is the proper one since it fits well with Mesmer class design.

2) I never said Staff AA was great, I said that condition duration with a skill that can quickly stack multiple conditions can be excellent because of the difficulty of cleansing each condition in turn.

Is Staff AA great with condition duration? Yes, it is. Does this necessarily mean Staff AA is great? No, no it does not.

I, personally, love Staff AA now that condition duration works with illusions, but we’ll have to see whether or not the numbers work out well or not before I can comment on how strong it is.

3) RNG is not necessarily a bad thing. Look at critical hits – they’re RNG and are incorporated into every class. RNG is a bad thing when there is too much of it, and a limitation to 2-4 conditions/boon when gaining a ‘random’ condition/boon is not at that point.

I would agree with you, however, if ‘random’ really meant ‘random’ and chose from all boons/conditions, as this gives you no reliable effect.

4) Random conditions and boons are a mainstay of Mesmer design. Staff auto-attack, Chaos Storm, Chaos Armor, Signet of Inspiration, Bountiful Interruption, Debilitating Dissipation, Chaotic Interruption…

RNG isn’t a bad thing if it’s all similar effects. The dev’s looked @ eng’s RNG and removed some things so that the effects were similar (elixer U used to put out a projectile reflect/block/veil).

Vuln doesn’t really go with a condition set up… neither does a phantasm which is power based. Heck I enjoy staff more with a power based build than a cond one. At least then I know everything will be useful vs. oh look 5 stacks of vuln in a row… when my non-cond dmg is minimal… wonderful…

(This is from a PvP POV)

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

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Posted by: jportell.2197

jportell.2197

Regardless. This isn’t an argument, you won’t win it any harder by misrepresenting what I am saying, and it’s not even particularly on topic.

Bit combative aren’t we? I wasn’t even arguing anything with regards to what you’re suggesting, just stating a fact.

all they would really need to do is switch up where the trait for the scepter is (vitality/healing trait tree wut?) and just re add the confusion somewhere in the auto attack.

First the trait needs to work with more than just Confusing Images, with Illusionist’s Celerity the CD reduction is not applied to Illusionary Counter. Also, change the boring (and relatively useless) +50 CondDmg effect to +300 range, maybe.

The main thing Ether Bolt needs I think is Ether Clone’s cast time should be reduced to 0.5s. It’s not just a buff, it would also make it feel much smoother; currently it feels like Ether Clone interrupts the flow of the chain with its doubled cast time.

I would like to see Ether Clone inflict one stack of Confusion for 3s, but I doubt Anet will ever do that.

I think one thing that would be very VERY useful for scepter aside from everything we have mentioned here… If you notice… You do not start the animation for the next skill until after the first projectile has hit so the further you away you are the slower your attack speed… The closer the faster…. They should change it to where you start the next animation even if the previous projectile hasn’t hit the target yet and of course reduce cast time on ether clone.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Carighan.6758

Carighan.6758

The problem with randoms is usually RNG is not in our favor

This is bogus, but I think you’re aware of that. The RNG isn’t against you or with you. It’s just random. Now ofc one could argue Staff #1 should only have damaging conditions (in which case I’d propose Confusion instead of Vulnerability, because Poison is a different kind of debuff and more along the lines of Weakness and Chilled).

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

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Posted by: isendel.5049

isendel.5049

Up with this, scepter needs major rework in the next patch! (i’m not going to repeat what it needs, just read the topic, a lot of good points have been made..)

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Posted by: tetrodoxin.2134

tetrodoxin.2134

My support for this thread. Keep it going fellow mesmers, good suggestions here.
Some more, and we may summon a dev.

draws satanic symbols on floor

Anet hates [your class], since [other classes] got buffs while [your class] only received nerfs.

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Posted by: jportell.2197

jportell.2197

The problem with randoms is usually RNG is not in our favor

This is bogus, but I think you’re aware of that. The RNG isn’t against you or with you. It’s just random. Now ofc one could argue Staff #1 should only have damaging conditions (in which case I’d propose Confusion instead of Vulnerability, because Poison is a different kind of debuff and more along the lines of Weakness and Chilled).

yess so vulnerability should be removed from staff one… and this is what I mean by RNG not being in our favor.. yes its random whoopdee freaking doo… At least leave all the random things on one weapon and they are fine on the staff…. Put a precise condition on the scepter… confusion on the AA would be baller.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: bobross.5034

bobross.5034

Think of all the inventory space you save not having scepters! Seriously though, swapping out clone generation for condition damage sounds great.

my issue with autoattack is that it kind of locks you in and makes gameplay boring. I think making it remember the state in the chain for 5-10 seconds would be great.

alternatively, you could make it cause weakness or chill…the sword does good power dmg, and provides defense via juking and invulnerability…the scepter could provide defense with conditions. gives it a very different flavor and makes it worth swapping to in both defensive and offensive builds…also makes it a natural alt for staff builds that may have increased condition duration.

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Posted by: Zaxares.5419

Zaxares.5419

I agree that Scepter needs a buff, although considering I still use it as my primary weapon alongside Staff, it isn’t that bad. I feel it could be made a viable weapon with just two tweaks:

1. Speed up the attack speed of skill #1 so it is on par with the Necro’s scepter auto-attacks. The fact that the Mesmer scepter throws out projectiles which must travel to their target should prevent it from being too OP, and it also really fixates the Scepter as the Mesmer’s “clone generation” weapon.

I wouldn’t object to Ether Clone also causing Confusion as per its original description, but it may be too powerful with an increased attack speed.

2. Change Illusionary Counter/Counterspell so that it inflicts 3 stacks of Confusion on a hit in addition to its current functionality.

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Posted by: Heldenzeit.8903

Heldenzeit.8903

I doesn’t need a buff, what it needs is a complete redesign.

I see no sense behind it AT ALL.

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Posted by: Carighan.6758

Carighan.6758

I agree that Scepter needs a buff, although considering I still use it as my primary weapon alongside Staff, it isn’t that bad. I feel it could be made a viable weapon with just two tweaks:

1. Speed up the attack speed of skill #1 so it is on par with the Necro’s scepter auto-attacks. The fact that the Mesmer scepter throws out projectiles which must travel to their target should prevent it from being too OP, and it also really fixates the Scepter as the Mesmer’s “clone generation” weapon.

I wouldn’t object to Ether Clone also causing Confusion as per its original description, but it may be too powerful with an increased attack speed.

2. Change Illusionary Counter/Counterspell so that it inflicts 3 stacks of Confusion on a hit in addition to its current functionality.

That seems sensible. I’d maybe make it Blind + 3 Confusion + Cripple (or something like that) on actually blocking, and only Blind on doing Counterspell. So that the block gets an extra punch, which would also work well if the Sword OH were updated to do a 2s daze on blocking, and then combining them to a Scepter + Sword tank setup.

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

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Posted by: Embolism.8106

Embolism.8106

I agree that Scepter needs a buff, although considering I still use it as my primary weapon alongside Staff, it isn’t that bad. I feel it could be made a viable weapon with just two tweaks:

1. Speed up the attack speed of skill #1 so it is on par with the Necro’s scepter auto-attacks. The fact that the Mesmer scepter throws out projectiles which must travel to their target should prevent it from being too OP, and it also really fixates the Scepter as the Mesmer’s “clone generation” weapon.

I wouldn’t object to Ether Clone also causing Confusion as per its original description, but it may be too powerful with an increased attack speed.

2. Change Illusionary Counter/Counterspell so that it inflicts 3 stacks of Confusion on a hit in addition to its current functionality.

That seems sensible. I’d maybe make it Blind + 3 Confusion + Cripple (or something like that) on actually blocking, and only Blind on doing Counterspell. So that the block gets an extra punch, which would also work well if the Sword OH were updated to do a 2s daze on blocking, and then combining them to a Scepter + Sword tank setup.

Dear Lord, you don’t ask for much do you?

I agree with making Illusionary Counter inflict 3 stacks of 5s Confusion on trigger, but its direct damage has to be greatly reduced. One stack of 3s Confusion to Ether Clone + reduce Ether Clone cast time by 0.5s should likewise be paired with a reduction to direct damage done by the Ether Bolt chain.

I’d like to see the Sceptre as our MH condition damage weapon, as it was originally meant to be.

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Posted by: Carighan.6758

Carighan.6758

Oh yes, I could see it lose direct damage in return. The sword is the 1H direct damage weapon already.

To be fair, the Scepter mostly suffers from clumsiness, not inherent lack of power. The autoattack is so slow it looks comical when you watch the character, like you’re Max Payne in the wrong game. And the block, while very very powerful, has a IMO much weaker secondary skill than the Sword #4 one, without anything in return.
Another good idea for this would be to give it 1200 block range instead of the 900 on the sword maybe.

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

(edited by Carighan.6758)

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Posted by: Embolism.8106

Embolism.8106

Both skills have a range of 900 though.

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Posted by: Xienzato.7214

Xienzato.7214

I completely agree with the fact scepter is useless in almost all cases now thanks to the nerf. The ONLY niche it currently has is the 3 skill for confusion heavy builds in spvp and even then it’s slow and easily avoided. The auto attack is one of the worst in the game and the counter is nothing to write home about.
Scepter needs to be made into a confusion specialist weapon like it was meant to be and many viable suggestions have been given in this topic as to how that can be done. I personally prefer that the scepter clones are made useful by making them apply confusion in some way and slightly buff the counter skill by producing 2 clones on block.
The thing that irritates me is that scepter has been in a serious need of a buff since launch but Anet has completely ignored this and somehow thought it was a good idea to now nerf it even more? At least give us some feedback that you’re addressing this. The number of replies in this thread (and growing) should be an indication that there is a serious issue with this weapon…

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Posted by: Carighan.6758

Carighan.6758

Both skills have a range of 900 though.

Eh, sorry, 1200. Corrected. 600 was the bugged range.

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

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Posted by: Durzlla.6295

Durzlla.6295

One if my favorite scepter ideas (doubt it’ll happen) is make it so your scepter clones make a “lesser” clone from their auto attack giving you a total of 6 clones that can be shattered.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Pyroatheist.9031

Pyroatheist.9031

One if my favorite scepter ideas (doubt it’ll happen) is make it so your scepter clones make a “lesser” clone from their auto attack giving you a total of 6 clones that can be shattered.

Too complicated. Keep it simple.

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Posted by: Durzlla.6295

Durzlla.6295

One if my favorite scepter ideas (doubt it’ll happen) is make it so your scepter clones make a “lesser” clone from their auto attack giving you a total of 6 clones that can be shattered.

Too complicated. Keep it simple.

Not my idea I just enjoyed it. I would love my auto attack having an increased attack speed and applying 1 stack of 3s confusion though.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: jportell.2197

jportell.2197

One if my favorite scepter ideas (doubt it’ll happen) is make it so your scepter clones make a “lesser” clone from their auto attack giving you a total of 6 clones that can be shattered.

Too complicated. Keep it simple.

Just re-add confusion to AA and reduce ether clone cast time.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Embolism.8106

Embolism.8106

To be honest I think Ether Clone should be removed, as in it should inflict Confusion and not create a Clone. When Shatter builds want Clone generation they look to Deceptive Evasion, Ether Clone is too slow and too clumsy to be of much use; and if it isn’t fulfilling its purpose then why not remove it in favour of something that would fulfill a purpose: that of a MH condition damage weapon.

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Posted by: Hiki.9310

Hiki.9310

They should just remove the clone generation and have the auto attack apply poison, confusion or weakness in a similar manner to winds of chaos.

“If it ain’t broke don’t fix it” – Mallyx

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Posted by: jportell.2197

jportell.2197

To be honest I think Ether Clone should be removed, as in it should inflict Confusion and not create a Clone. When Shatter builds want Clone generation they look to Deceptive Evasion, Ether Clone is too slow and too clumsy to be of much use; and if it isn’t fulfilling its purpose then why not remove it in favour of something that would fulfill a purpose: that of a MH condition damage weapon.

The reason that ether clone would not be removed is every weapon set is supposed to have at least one gauranteed clone generator (illusionary counter is not one) and one phantasm…

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Embolism.8106

Embolism.8106

To be honest I think Ether Clone should be removed, as in it should inflict Confusion and not create a Clone. When Shatter builds want Clone generation they look to Deceptive Evasion, Ether Clone is too slow and too clumsy to be of much use; and if it isn’t fulfilling its purpose then why not remove it in favour of something that would fulfill a purpose: that of a MH condition damage weapon.

The reason that ether clone would not be removed is every weapon set is supposed to have at least one gauranteed clone generator (illusionary counter is not one) and one phantasm…

Illusionary Counter is good enough for me, it’s not like you have any reason to keep Sceptre Clones around outside of Shattering (in which case you’d be using Deceptive Evasion). Seriously, I rarely get to Ether Clone when I use the Sceptre, it really makes little difference if it’s gone (from a PvP standpoint anyhow).

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Posted by: zaxon.6819

zaxon.6819

just have scepter beam apply 2 stacks of confusion per tic to counter the nerf to confusion. so glamour is still screwed by scepter is still functional.