Third chain ability for the Scepter '1' skill is bugged.
EDIT: Note to self… drink coffee before posting. Sheesh! Completely misunderstood what you posted at first.
Third chain for #1 isn’t bugged, it was changed a long time ago. Are you looking off of build websites? It creates a Clone, not confusion… but the shatter from the clone will cause confusion if you’ve traited Illusion 15 (which you probably should be if you’re using Scepter).
Personally, I would like to see the Confusion back because it is a Condition weapon, but I’m sure it was removed for a reason.
(edited by Porkchops.3986)
Confusion based build? Ew.
Confusion is a little bonus you get with shatter builds, and stacking confusion is easier with clones anyway.
Hmm, well they should change the tooltip on the Scepter ‘1’ ability then, because it still states that it confuses the target.
Confusion build can be quite nice, 20 stacks of confusion hits for huge amounts in PvP.
the tool tip in game, states it confuses the target. then also stats summons a clone.
Tooltip says confusing target and not confuses like other skills that gives confusion condition.
This isn’t a bug, it’s a tooltip error. Confusion being up all the time without a concerted effort would be a bit OP though as it’s quite powerful, merely being up a fair amount and in that time either destroying an enemy or forcing them to throttle their damage is already pretty powerful. Shame it’s so weak in pve though (perhaps a damage boost would be due here, like a flat 1.5 multiplier or something). Confusion was buffed a lot after it was removed from scepter which I think is no coincidence as the combination of those two moves changed it’s role without breaking it (in pvp anyway, it’s weak in pve as I said)
You’ll be able to seriously increase the uptime if you shatter a lot and increase the mage.
Also OP, maybe I’m wrong but are you under the illusion that intensity stacking debuffs refresh when re applied? I thought that for a while because of the way confusing images worked but they don’t. They treat each stack as a separate debuff essentially with it’s own timer and damage, all the stack counter shows is how many debuffs are in effect, it’s not rolled into one eternal, refreshed buff. Which is why rangers who can spam bleeds still cap out around 10-15 stacks rather than hitting the cap and staying there. Which would be a bit silly. That’d require a lot more effort to balance than having an ability which does 300 damage plus a bleed for say 20 + 0.05 condition damage a second for a few seconds because they it does a discrete amount of damage (which can be partly reduced by a removal, but it’s still simpler to balance than rolling stacks)