Scepter 3
Condition specs are always going to have a harder time generating life force than power specs. It might not be a big change, but it will definately help. They may buff it further for scepter if they need to.
Condition specs are always going to have a harder time generating life force than power specs. It might not be a big change, but it will definately help. They may buff it further for scepter if they need to.
I admit I had trouble getting LF before I switched to my current Condi build, I just feel the change could have been better than 1% extra. I guess it just makes me tankier in the form of getting more LF but.. still sounds like a disappointing change for Scepter.
I would have rather they decreased the activation/animation time of S/D skills rather than adding 1% more LF generation. Would have done way more in terms of buffing it. I do like the increase projectile speed on dagger 4 though. That will be amazing.
(edited by Chesire.9043)
I find that simply adding poison to the skill would finally make it useful as none of our weapon sets have a convenient on-demand poison aside from staff, which we instantly switch out of once we’ve dropped all the marks. It would actually make for a nice semi-heal denial ability which fits into the style of the necromancer rather than being a “meh” hybrid skill.
I find that simply adding poison to the skill would finally make it useful as none of our weapon sets have a convenient on-demand poison aside from staff, which we instantly switch out of once we’ve dropped all the marks. It would actually make for a nice semi-heal denial ability which fits into the style of the necromancer rather than being a “meh” hybrid skill.
Scepter auto attack has poison on the final strike.
First of all, i don’t think the leaked notes include all changes that will come, or atleast i hope so since vampiric traits were absolutely untouched.
Then i’d like to point out, that the poison on the 3rd hit of the auto attack chain gets doubled in duration, so they kind of already included more poison on scepter. Also you should try some hybrid builds or zerker with scepter since the 3rd skill hits pretty hard and is pretty good in terms of cast time and a not so obvious animation compared to smthg like axe.
Also life force replenishement in wvw or pve is mostly a non issue since stuff is dying all the time. The change aims more towards pvp and i don’t think it will solve our LF starvation issues there.
I find that simply adding poison to the skill would finally make it useful as none of our weapon sets have a convenient on-demand poison aside from staff, which we instantly switch out of once we’ve dropped all the marks. It would actually make for a nice semi-heal denial ability which fits into the style of the necromancer rather than being a “meh” hybrid skill.
Scepter auto attack has poison on the final strike.
Yes but it takes quite a sometime to cycle through it just for 2 seconds of poison whereas classes like the engi and ranger have on-demand poison of the same length on 2 very solid weapons.
I find that simply adding poison to the skill would finally make it useful as none of our weapon sets have a convenient on-demand poison aside from staff, which we instantly switch out of once we’ve dropped all the marks. It would actually make for a nice semi-heal denial ability which fits into the style of the necromancer rather than being a “meh” hybrid skill.
Scepter auto attack has poison on the final strike.
Yes but it takes quite a sometime to cycle through it just for 2 seconds of poison whereas classes like the engi and ranger have on-demand poison of the same length on 2 very solid weapons.
You forgot that same “leaked notes” also doubled the poison duration.
With 5 unique conditions on a target (which is rare to maintain with a necro), the scepter #3 gives you 10 life force (11 with gluttony). With the update, it gives you 15 life force (16.5 with gluttony). The damage is ridiculous considering that a condition necro, doesn’t have much power.
In the end, this lackluster skill really needs more change than that to become even slightly useful.
I would have liked a decrease in recharge (to probably 8 seconds) along with the life force boost.
So, unless you’re playing along a condition mesmer or engineer (who can inflict more unique conditions) or using corrupt boon (which is sadly nerfed in the upcoming patch), this skill is not gonna generate much life force for you.
(edited by Burjis.3087)
You can see the idea they were going for behind it, but the damage for a lot of condi builds is just too kitten . The bonus per condition should be 10% or higher. Still it’s a lot better if you are carrion, with rabid I rarely even used the skill in my rotation.
Remember the cost of using each skill comparatively. Condition builds don’t need to get too close to be able to get life force, so theirs is lower. Dagger has the highest LF gain, but you are also much more likely to go through that LF since you are in melee range of the target.