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TP ate my money

in Black Lion Trading Co

Posted by: Fadeway.3592

Fadeway.3592

You guys are awesome. It took a ton of clicking and me monopolizing the guild bank, but it did work. Whoa. Got the gold back.

Thanks!

TP ate my money

in Black Lion Trading Co

Posted by: Fadeway.3592

Fadeway.3592

Thanks for the tip, I raised one just a few hours ago. Didn’t know there was an out-of-game option, accidentally discovered it reading the threads here. Hope it gets me a reply

TP ate my money

in Black Lion Trading Co

Posted by: Fadeway.3592

Fadeway.3592

Welcome to the club, I have the same issue (https://forum-en.gw2archive.eu/forum/support/bugs/TP-ate-my-money/first#post692578), but I haven’t seen other posts about it, so it seems the patch only affected a couple of us.

Question: Are you actually buying items? For me, it seems as if the TP is ignoring my buy orders entirely, and choosing not to fulfill them in favor of people behind me in the queue. We might have a slight disparity in our respective issues there, or one of us might be wrong in the description of his issue.

(edited by Fadeway.3592)

TP ate my money

in Black Lion Trading Co

Posted by: Fadeway.3592

Fadeway.3592

UPDATE: There seems to be an issue with my account’s ability to use the TP.

Today, I left 3 or 5 pieces of ori (I didn’t have money for the listing fee so I decreased the number until it was enough). I relogged and went leveling. A few minutes later I checked – ori gone from my sell orders, no money to take. To test, I sold a piece of silver ore I had on hand to the highest buyer, for 8 copper – and yup, no money.

Additionally, my buy orders haven’t been progressing. I have some candy corn ordered from 6 days ago – while a bunch of corn had arrived before I lost my 11g (most of it is still waiting on the tp cause I can’t store it), there are some orders that have still not been fulfilled. Orders that were placed at the same time as those that were fulfilled three days ago. So either nobody’s been selling corn at all for three days (impossible), or the tp is refusing to interact with my account (well, at least it isn’t closing the offers without giving me the corn, I guess).

So, I’m stuck with a TP that is unusable and eats my coppers if I do try to use it.

TP ate my money

in Black Lion Trading Co

Posted by: Fadeway.3592

Fadeway.3592

Sucks if that is so. I know that that’s their policy for stolen accounts, and that’s understandable, if unusual (assuming that there was no truth to those rumors about security vulnerabilities with the gem store, aka assuming that all account hijackings are the players’ fault). But no refunds when the issue is entirely on Anet’s side is disappointing if true.

TP ate my money

in Black Lion Trading Co

Posted by: Fadeway.3592

Fadeway.3592

The ingame bug report system isn’t really ticketing (unless I’m missing a second interface). I feel silly for not posting this in the bug forum, my initial thought was to post it on the TP forum and the better alternative didn’t even cross my mind.

TP ate my money

in Black Lion Trading Co

Posted by: Fadeway.3592

Fadeway.3592

EDIT: Can’t use the TP at all. See my new post.

TLDR: A glitch in the trading post ate about 11g across multiple offers canceled within a minute of each other. Since I don’t play much and use most of my gold for gear and character slots, this is between half and a third of my usable wealth. Ouch.

Yesterday evening, about 14 hours ago, I canceled a buy offer for a mystic conduit (a bit more than 10g, no idea about the exact sum), a stack of silk scraps at 9 copper each, and between five and eight stacks of large bones at 16 copper each. I got none of the money back. I asked in guild chat if this had happened to anyone before, and apparently I was the first, despite there being several market flippers among us.

I changed characters and finished up my dailies, hoping it’s just a time issue. After between 30 and 60 minutes, I did a full relog. Still nothing. I went to bed. Just a few minutes ago, I started the game and checked again. Nothing. The only character to have interacted with a black lion agent during that time, and thus able to take the gold, is my trading alt, and there’s 0 copper on him – spent it all on candy corn three days ago. I checked several times, the buy orders have been removed properly from my list of buy orders (only candy corn there now).

I’m posting here because there’s no real ticketing system in place yet, and a bug report is unlikely to get my gold back. Has this happened to anyone else?

(edited by Fadeway.3592)

GJ Anet!

in Halloween Event

Posted by: Fadeway.3592

Fadeway.3592

I’m loving the event. I didn’t play for about a week, basically started going through it yesterday (except for some corn that I got on day one), and I’m really enjoying the variety. I have yet to do the investigation of Thorn’s past, and the clock tower has been kicking my kitten but the fact that there’s content for both low-level and high-level players, as well as for both low- and high-skill players is awesome.

Really wish I had started earlier. I want to play the inquisition minigame more

Gw2 need raids

in Suggestions

Posted by: Fadeway.3592

Fadeway.3592

I don’t mind larger areas akin to GW1 UW/FoW/DoA, where you can bring 8-10 people, make splits, and speedclear (speedclears are something I really miss from GW1, dungeons here are way too linear). A clusterkitten raid of 20 people on a linear path though, WoW-style? No thanks. There’s just no reason, dungeons are hard enough – and you could always push for an elite mode if you want them extra challenging.

Legendaries should be account bound and not soul bound.

in Suggestions

Posted by: Fadeway.3592

Fadeway.3592

Soulbound forces you to get more gear. In an extreme case, if equipment were account bound, you could share three sets of armor (one per armor class) between all eight of your characters (one character per profession), transferring them as you relog – especially easy with a permanent mobile bank access item, though if you have one or more of those you’re probably rich enough to have all your characters geared. Even without one, going to LA is free and doesn’t take much time depending on your PC.

In a more practical, hassle-free case, you could have three sets of armor per armor class – condition lean, power lean, and mfind. Normally you’d need these three types on a single character (since most classes have both a viable power and a viable condition spec, and magic find is useful for event farming). Without soulbound, you could just give the condition lean to your ele, the power to your necro, and go event farming with your mesmer. If you decide to swap builds, it’s as simple as moving the armors around.

Gathering tools

in Crafting

Posted by: Fadeway.3592

Fadeway.3592

I think I’ve seen a thread on the topic before, but searching yielded nothing recent. Guess everyone’s busy with precursors

Anyway, gathering tools. The entire system is clumsy, and it’s a stark contrast with most of the game. Everything is streamlined, with less hassle compared to a certain other game – we have material storage (and a way to send items to it from anywhere in the world), TP usage from anywhere in the world, a fast travel system, etc.

In comparison to that, there are the gathering tools. You have to scrap them once you outlevel the zone they are meant for, and that’s not very nice, since while not expensive, they aren’t exactly cheap either. Master tools don’t tell you what their effective level is, or what their bonus chance is. There is no indicator if you can harvest a node with your currently equipped tool or not. Some nodes are all over the place – understandable for iron, which is used for several tiers of crafting. Frustrating for plants, since not only are there more types of them than probably both of the other nodes combined, a big amount of them seem to be as common in level 1 zones as they are in 70-80. Am I supposed to waste a mithril/orichalcum sickle on a carrot, or alternatively, to bring a bronze one and swap to it just in case (I don’t mind doing it for the mithril->orichalcum gap, but it’s crazy with plants)? And while carrots are obvious, there are a few plants that are not tier 1, for which their icons tell me more about what they’re supposed to be than their pictures (zucchini) – for all of those, and many more, I don’t know the appropriate gathering tool grade. There are just too many of them, and the lack of any indicator outside of “try and see if you get ruined plant fiber” is…eh.

Can we get some streamlining? I wish I didn’t have to buy an iron gathering set when helping out a buddy while he levels, or when doing my 100% world explorer, only to trash it at 80 uses. Even if I have to keep doing this, can I at least get an indicator before actually mining that my iron gathering set is enough for this here node?

Lets see your Necromancers/Reapers!

in Necromancer

Posted by: Fadeway.3592

Fadeway.3592

Meet Fadeway Moor. I tried to go for something unique, but it was hard to get the colors right, and while they somewhat work now, I wish I had used a more varied palette. Think I need to change the skin of the shoes too.

Removing the helm makes it looks like he’s wearing a dress. Color pink/purple/light yellow/blue/anything not muted enough and you have an instant, shocking transformation into a male crossdressing fairy.

Attachments:

Fixing Wells - And a few other things

in Necromancer

Posted by: Fadeway.3592

Fadeway.3592

Wow, your well of darkness is so powerful it may as well be an elite, and the rest of them are borderline cases. 8 seconds of near-invulnerability and 20% crit for everyone for 8-18 seconds? Possibly better than or equal to time warp, and that’s the best elite I’ve seen.

(edited by Fadeway.3592)

Necro solos CoF exp, now on Arah exp

in Necromancer

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Fadeway.3592

Blinds and guardians are for those who can’t dodge. If you’re using plague and blindness well (wish forms remembered what attack you set on aa btw), your group is mediocre or you are doing a dungeon that the majority of players haven’t even touched yet and will probably never farm (in the latter case, good job!). But plague for Arah/CoF cracks me up.

Fundamental Problem for Necro´s

in Necromancer

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Fadeway.3592

Sjach, I don’t play PvP and I’m sure it’s different there, but what you claim for PvE is completely wrong. If you get in a good group, you won’t need to heal them. The dungeons currently ran en-masse can be survived easily, once you know the layout (after 1-2 runs), simply by dodging. In a speedrun environment (aka where everyone tries to be as good as possible), a healer only slows you down, and you only bring one if absolutely necessary.

Yes, I haven’t run many explorable dungeons – only three of them, in fact. I prefer to repeat the same one, as everyone else does. When everyone gets geared and we form that ele and mesmer-only team, we’ll see if bringing a tank/healer to the other, less-often run explorables is necessary /it probably won’t be/, and if it is, necro will probably be displaced by a guardian or a ranger or a warrior or all the other classes we’ll try out before even getting the idea to give him a chance. We’ll probably get by with just dodging and throwing the occasional water spell (the latter part being something we’ve never needed in the current dungeons) though.

Minions are supposed to be random, they are not pets Asmodean, and should never be. They shouldn’t bekitten but that’s another problem entirely.

And yes, balancing is not done with potential in mind. I understand that Mr. Peters wants to see how the metagame develops before making sweeping changes (and the metagame is probably evolving fast with how new the game is), and I can wait, but those bug fixes can’t come soon enough.

(edited by Fadeway.3592)

Necro solos CoF exp, now on Arah exp

in Necromancer

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Fadeway.3592

Yes, you can AoE permasnare mobs, including silvers. No, that has no bearing on the actual state of the necro, because permasnare, while useful for soloing, has no utility for group PvE or PvP.

So I'm building a crit/power set.

in Necromancer

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Fadeway.3592

Well for PvE, I’m going 10 Spite/30 Curses and Soul Reaping. You want to maximize fury uptime (the 15 trait in Curses), so you need the reduced DS cooldown at maxed SR. With two runes of rage, you can stay in DS for 6 seconds, equaling 3 shots of Life Blast, then you exit, get as much Life Force as possible, and reenter for another 6 seconds (this is the PvE philosophy). A sigil of strength gives you might when you crit, and you should be critting a lot – the points in SR are vital here as well, since traits are a major part of maxing crit damage, unlike stuff like the main stats where you get a lot more from geat than from traits. To that end, for PvE, mixing in a few runes of fire or anything else that increases might duration helps as well (I was actually about to test if the sigil might works with duration increases from runes, but I left it for tomorrow). Personally, I run 4 runes of rage and 2 of fire. You really want to keep reentering DS while making sure that fury is up all the time in that mode, and you want to have as much life force as possible because more of it equals more damage on your main attack. Due to all the critting, the trait that gives you 1% LF 1/3 of the time when you crit is very useful. Other valuables are the ones that give might, and the ones that let Life Blast pierce targets (shooting at 4-5 enemies in a line in PvE and critting all of them due to 80-90% crit chance with fury equals loads of might stacks), as well as those that activate when you enter DS or when you crit.

Due to spending only 5 seconds outside DS, you only have time to cast 1 skill per weapon, and an extra utility skill every time you leave DS. Thus, you want something with very good LF buildup – the scepter is perfect because it gives you 2-22% life force depending on the conditions on the target; and in PvE it more often than not has 6-7+ conditions on it. With a dagger/scepter combo, you can stack a fair amount yourself as well. An axe is a good choice for a second main weapon, because its 8-hit second skill, while not capable of giving you an easy 10% at the worst of times like the scepter, is still very capable of getting that green bar up. A staff works as well, the drawback being that you can only bring a sigil of strength, without a secondary one, and that you have to take the trait for 3% LF from marks. The range advantage is a bliss for certain PvE encounters though, as is the bleed stacking (synergizes very well if you have a condition necro pal with epidemic, because it overwrites your condition damage with his on the newly afflicted). Utility skills are something I change even mid-dungeon depending on the encounter, but a good start are the two wells that deal damage. Elite-wise, golem is the way to go, Lich has some uses but is mostly niche when it comes to this build.

(edited by Fadeway.3592)

So I'm building a crit/power set.

in Necromancer

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Fadeway.3592

Why does nobody ever mention PvP/PvE?

If it’s PvE I can help you out.

Am I the only one who doesn't care about minions?

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Fadeway.3592

What I really liked about GW1 were the unique classes. Mesmer, Necro, and all of the expansion classes (even the Assassin) brought a skillset to the table that was at best rarely seen in other MMOs. I loved the spirits; loved the concept of the Mesmer, the Paragon, and, despite not playing melee in general, even the Dervish and Assassin were irresistible. How many games let you turn into a god’s avatar or play as a blinking, tanky rogue or…. They all had tons of flavor and originality (necro isn’t your run of the mill curse/MM, he also has stuff unseen anywhere before, like wells)

Really, GW1 necros brought something I never expected to see in an MMO: A swarm of minions larger than what you can reach in something like D2. I was disappointed to know I can only summon 5-6 in GW2, and further disappointed when I steadily moved away from the playstyle due to minions being inferior to wells. A similar issue I have with Mesmers (as Willow put it above) – my main was a Mesmer in the previous game, but I didn’t like the playstyle when trying it during the beta and changed to Necro. I won’t complain at length before making a Mesmer and leveling him to 80 and doing dungeons with him, but beamspam and clones was not what I expected (not that beams aren’t awesome).

(edited by Fadeway.3592)

Just got Lichform, excellent but a female version would be good eh?

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Posted by: Fadeway.3592

Fadeway.3592

Due to sharing a skin with team Grenth, he looks like a huge, glowing, horned, floating, muscular guy.

Terok, you need more than one isolated example to justify “rampant”.

Necromancer slight changes, skills, reworks.

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Posted by: Fadeway.3592

Fadeway.3592

I can’t believe you want to redesign an entire class.

Just got Lichform, excellent but a female version would be good eh?

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Posted by: Fadeway.3592

Fadeway.3592

I quite like the current form, and dumping it sounds like a waste. I’m not feeling any rampant sexism (that’s a pretty strong word, don’t you think?), though should an eventual fix come up in the form of two smaller, less clunky forms for each gender, I’d like it if the old version is still accessible somehow.

Necro Feast of corruption

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Posted by: Fadeway.3592

Fadeway.3592

That only makes sense if you aren’t allowed to cast while the projectile is travelling.

Death Shroud weakens & complicates builds.

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Fadeway.3592

I just asked the guy if he can crit 28k, he told me his highest yesterday was 21k (wouldn’t be the first time I mishear on ts), with hundred blades. We both stack might (can reach 20+ stacks with a good enough crit chance and smart use of Life Blast linear AoE/whatever AoE warrior has) through sigils of strength. Remember, I’m not talking PvP, I’m talking PvE, we fight almost exclusively silvers and champions with huge health bars.

(edited by Fadeway.3592)

Unified Compendium of Necromancer Balance Issues

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Fadeway.3592

Death Shroud deals way too little damage with a way too long cast time for even a power/crit/prowess focused character

There is a glaring lack of a group-centric DPS elite. Eles get the fiery greatsword, mesmers the amazing time warp, while the closest necros get is the lich, which is a slightly improved death shroud without the fury (from 15-point Curses). Plague seems to be the group-centric skill of the necro, but the bleed there is too weak to be viable, and blindness is not needed for groups beyond a certain skill threshold.

Warhorn is nearly useless beyond exploration, even for PvP – centric players.

Signet traits are in the Spite tree (power/condition duration), while signets mainly see PvP usage as part of condition builds that benefit most from condition damage and vitality and toughness.

Death Magic 5 and 15 traits are only useful for minion masters, which contradicts the tendency of having the non-selectable bonuses be of use to any build. The jagged horror is useless and, for PvP, actually provides negative utility.

The Spite bonuses are weak, with the most useful of them being the 5 one, which isn’t even related to increasing DPS. A comparison: Curses gets 2-22% straight DPS bonus at 25. Spite gets might (40 power+condition damage) when hit and about to die.

The Terror trait deals too little damage. Something that can only activate once per 10-15 seconds at best should deal at least 1k damage, not the current ~50.

Spectral armor has a way too long recharge. Requiring to be hit a lot for the thing to do something is bad enough; but with a minute and a half of cooldown, even something like a straight boost to 100% life force with no strings attached would have trouble fitting in a build.

(edited by Fadeway.3592)

Death Shroud weakens & complicates builds.

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Posted by: Fadeway.3592

Fadeway.3592

I crit for 3k in DS. A warrior in my guild crits for 28k (disclaimer being that while this is spammable, not all of his hits can crit that much; though with such a difference, most of his attacks make DS laughable). Do you understand the problem now Thor?

By “playing smart” you are doing something very wrong. This isn’t about how many hits you take – every class in the game has the evade function, and that’s all you need for kiting. It’s about how fast you kill.

Why exactly was underwater use of Flesh Golem removed?

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Fadeway.3592

2) is incorrect. Underwater/land skill swapping is not affected by cooldowns, and even if your Plague is on 180 upon surfacing, your flesh golem will be castable (assuming it has been 60 seconds since it died, aka since you submerged; if not, you’ll have to wait the rest of those 60 seconds). I almost always pop Plague upon surfacing, just for the lulz of wasting an elite, and my golem is perfectly usable when the form expires. I do loathe being locked to one elite, but underwater being boring is something every class experiences.

Death Shroud weakens & complicates builds.

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Fadeway.3592

What made you think DS is not supposed to be a dps boost mechanic? Was it the 5 seconds of fury you get when you enter (provided you spec curses), or was it the big packet of damage on 1, or maybe the numerous DS-related traits, some of which grant survivability, others damage, with most providing both? It’s not about how you think of it, it’s about what is in the game: And there are far more damage than survivability – related traits for DS. Really, if DS were more of a survival mechanic, we would’ve gotten vitality from speccing there, and Blood would’ve become our prowess/boon tree, for some cool, fragile but leechy build.

necro condition damage single target damage/group damage

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Fadeway.3592

Really wish people would detail whether they’re talking PvP or PvE. Anyway, here’s something I came up with just now, for PvE – it’s either near optimal or nowhere close. I also don’t understand the single vs group thing: The only thing that is different between the two is a cast of Epidemic.

Utility: Well of Suffering, Well of Corruption OR Blood is Power (not recommended), Epidemic.

Start with staff, cast 2. Then cast your wells/BiP, and recast 2. Swap to scepter, cast 1 for 5-8 seconds (if bleeding, for example from BiP, cast 4 on dagger offhand), swap to staff, cast 2, you’ve reached your max bleed stacks, cast Epidemic for group damage. Repeat.

The cool thing about Epidemic is, it only takes in account your own condition damage. So you can have 4 other people pop a bleed or two each, and no matter their spec, one spread, the 25 stacks will deal full damage (assuming you’re properly geared). In other words, you don’t have to inflict the bleeds yourself.

(edited by Fadeway.3592)

What is the name of this Armor Set?

in Crafting

Posted by: Fadeway.3592

Fadeway.3592

Arah armor. Bought from LA vendors after you do a certain amount of runs of the explorable dungeon.

Rerolling, and this is why. [constructive thread]

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Fadeway.3592

I agree with most of what you said (except for the condition scaling: Every point gives you the same amount of benefit; it works the same way with power, with precision, with any stat, and it works the same way for every class). As a mostly PvE necromancer, I’ve been doing a lot of guild runs, and while we are still figuring out the optimal team composition for dungeons, it is almost certain that it will not include necromancers. Many have started elementalist alts (we already have mesmers and warrriors), and we will probably go either 2 eles – 2 mesmers – 1 warrior, or replace the warrior with one of the two non-necro casters. It’s sad when I stack up precision, power, and prowess on my character, start critting 3k with 20 stacks of might in DS, and the warrior next to me quotes numbers many times higher on his chain. Yes, in what is essentially my super-power mode, I deal a fifth and sometimes a tenth of the damage of other players’ best hits.

Let’s talk elites for a second. Mesmer has time warp, which is…crazy. It doesn’t double damage for everyone for 10 seconds, it does even more, since it lets our strength runes stack up insanely. It turns 60-90-second encounters into 15-20-second ones (10 for time warp and 5-10 for mopup). Ele has the greatsword, which has an insane chain (can’t quote numbers, since I neither have an 80 ele yet, nor am I the one using the second sword, reserved for the warriors in the team). Necro has Lich Form, which, for a DS build, isn’t much of an improvement, Flesh Golem, which is a permanent extra 1k DPS (great, but doesn’t compare to the team stuff of other classes, and is single target), and Plague, which is terrible at stacking conditions – the bleed duration is laughable – but excels at protecting the team with blind. Except nobody needs blind or any form of protection, since an organized team can excel by dodging and crazy killing speed. Plague also doesn’t block certain attacks (fire breath for example), and, due to having to spend its duration near enemies, you can’t/shouldn’t get away from them either.

Really, I haven’t used Plague past my second run, and our guild leader, the only other necro around (a condition build to complement my DS), mostly rolls with golem as well. At first we argued that Plague is better than Lich, everyone agreed, we started using it. As we learned the dungeon, nobody even cared about blind any more, and number-crunching got us to use golems, while swapping to lich for a single encounter.

The lack of a good multi-target DPS elite aside (but please buff Lich somehow), traits are also a huge problem. Everyone knows this, but I’ll repeat it: The only really great tree is Curses. This is tree where I want to take more selectable traits than I can. The other trees are horribly mismatched, (so for a power/crit build I need to go deep blood if I want good wells? No thanks, I’m already running 10 Spite for the max Curses/Soul Reaping.) Seriously, there are 6 – 7 good traits in Curses, Soul Reaping has trouble getting something useful in the second slot, while Spite is about choosing between no utility and little utility. And don’t get me started on the 5-15-25 bonuses, or on the bugs (for the record, it’s funny that while all 3 of those in Spite are nearly pointless, the 5-point one is the best (without even being about improving DPS…in the damage tree)…I mean, you get 40 power/condition damage when hit and about to die for Spite, while Curses gives you 2-22% flat damage boost at the 25). Spread the GOOD traits around (I have to question the presence of a wells trait in the precision/condition tree), don’t force me to get a toughness boost (coupled with the useless jagged horror) to increase my staff damage, and boost the wells traits to make them actually improve the skills (and, while on it, don’t make me go in the PvP-centric Blood tree to get a mostly PvE improvement).

We are all former GW1 speedrunners (mostly DoA, with UW/FoW etc “for teh lulz”), and used to leveling multiple characters just to be able to play any role in the group, but as it stands, I doubt the necro will even get a spot. I’m still playing mine parallel to leveling the ele because I’m confident rebalancing will come, and because I see absurd potential in Epidemic, but we are currently mired in mediocrity.

(edited by Fadeway.3592)

Necro Feast of corruption

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Posted by: Fadeway.3592

Fadeway.3592

Someone mentioned that they aren’t happy with the balancing of the skill, and frankly, I disagree. I bring a scepter (and use it almost exclusively despite my lack of condition damage) purely for this skill: I run a DS build in CoF, and because most silvers have 5-10 conditions on them at any point in a fight, the 10-20% LF every 10 seconds is a blessing for me (I reenter shroud every 5 seconds and stay in it for exactly 6, so I get one cast of this per entry). It may be different outside the dungeon environment, but really, scepter + dagger/scepter + focus lets you apply four of the conditions by yourself.

I like the animation (one of the better ones we have, along with staff autoattack, axe 2, and a few others), though admittedly I don’t know which mob you’re talking about. I’d love a change for the scepter chain though, it looks like I’m mauling the enemy with the weapon when I go in melee range.

Also: Why, for the love of necro, would you attack a structure with your scepter? It has by far the lowest damage of all weapons – whatever else you have in your second set will do better than it.