Scepter #1 attack needs serious rework
#1
Posted 20 November 2012 - 05:07 AM
Clones created use the #1 skill of the weapon currently equipped, and thats fine and dandy because even though they do no damage, there is usually an inherent effect. Sword clone applies vulberability, Staff clone applies one of three conditions, Greatsword clone hits multiple times (allows more bleed stack if traited), but the exception is the scepter clone. These clones do nothing but throw a negligible damage bolt every second or so, and essentially you are only keeping them around to act as a meatshield or shatter fodder.
In the betas, the #1 skill used to apply confusion, which makes sense as that was the role of the weapon.
My concern is that currently the scepter is rarely used, due to its inability to output any notably significant amount of damage or control. If Anet wants us to use scepters again, it needs to be reworked – possibly somehow applying confusion without a terrible imbalance.
Anyone share the same thoughts?
#2
Posted 20 November 2012 - 05:55 AM
There is something that bugs the hell out of me about those scepter clones though. Instead of standing back with me and doing what I do, they feel compelled to charge into melee and treat that scepter like it's a club. It's not difficult to tell which one is me.
#3
Posted 20 November 2012 - 06:57 AM
rizipt, on 20 November 2012 - 05:55 AM, said:
There is something that bugs the hell out of me about those scepter clones though. Instead of standing back with me and doing what I do, they feel compelled to charge into melee and treat that scepter like it's a club. It's not difficult to tell which one is me.
If this were true, then I think the Scepter would be a pretty good weapon. But as it is now the Staff and Greatsword's clone generator are on as short or maybe even shorter when traited for cooldown than the Scepter AND they have secondary effects (might,vuln,damage,leap finisher,mini "blink"). AND AND you don't have to wait for the third hit... Countless time's I switch to my Scepter and one of my Staff clones goes down so I am like screw it, I'll get a scepter clone up and then: hit, hit, KNOCKDOWN... hit, hit, STUN, and it is impossible to even generate one of the weakest clone we have sometimes...
Something as simple as a weak confusion/bleed/burn on the auto-attack (so original I know) like the Ele/Necro scepter OR increasing the AS on it to the point where it really is the king of clone generation would go a long way towards "fixing" the weapon.
Not hating on the Scepter entirely. I use it most of the time on my Condition Mes, but really it's just a tag along. I use Staff/Pistol. The Scepter seem's like it's just tagging along because of it's range/3 skil. And the auto-attack of the Scepter seems to be tagging along with the already tagging along Scepter if that makes sense... I mean I have to go out of my way to make sure I don't accidentally spawn a Scepter clone because they are that bad?
Really I feel I get more use out of the Sword when I bring it even though it cause's no damaging condition and make's a stat on every piece of gear I have (condition damage) seem worthless.
#4
Posted 20 November 2012 - 07:42 AM
If you don't think scepter #2 is an awesome skill I think you aren't using it.
#5
Posted 20 November 2012 - 10:42 AM
#6
Posted 20 November 2012 - 03:52 PM
#7
Posted 20 November 2012 - 10:37 PM
rizipt, on 20 November 2012 - 07:42 AM, said:
If you don't think scepter #2 is an awesome skill I think you aren't using it.
It is by no means the fastest clone generator, seeing as it takes 3 autos to create a clone, it is simply the only continuous clone generator...and even then, seeing as you are able to bring clone generator cooldowns on greatsword/staff down to the neighborhood of 5s, it's not even much faster, and GS/Staff get the clone out immediately. I would much rather instantly spawn a bunch of clones, than to eventually generate more clones at the cost of being forced to use a crappy autoattack for an extended period of time.
Edited by Ikelos, 20 November 2012 - 10:39 PM.
#8
Posted 20 November 2012 - 11:43 PM
That's the thing with those 'in neighborhood of' stats though because it leads to further vague claims like 'not even much faster'. That 'in the neighborhood' just might be a 50% difference. You stand uninterrupted and use your clone generator with whatever combo of traits you wish. 3 clones in 10.2 sec. Can ya beat that? That's the entirety of my point. Your answer is likely NO but I can do xxx better. I'll grant you that as I'm not challenging. So what or who cares would be better answers.
Still doesn't take away from anyone wanting to wield or having better success with another weapon. Also I'm not attempting to get people to put down their GS and pick up a scepter. I'm just saying the scepter is definitely a viable choice.
#9
Posted 21 November 2012 - 12:54 AM
#10
Posted 21 November 2012 - 02:39 AM
kambo_rambo, on 21 November 2012 - 12:54 AM, said:
#11
Posted 21 November 2012 - 07:00 AM
#12
Posted 25 November 2012 - 02:13 AM
Something like the necro's scepter (non-projectile partical effects around the wand itself/and the foe).
1-swing: applies vulnerability, if the foe is already suffering from vulnerability, it will damage to two nearby foes and grant adjacent allies (too the foe) retaliation.
2-swing: applies weakness, if the foe is already suffering from weakness, it will give you .5 second of quickness
3-swing: Dazes foe for 1/4 second, if you interrupt the foe, you summon a clone that use the 1-swing
With this sequence the 'auto' attack of the Mesmer wand would be something that provides more synergy with the other wand abilities.
the 2-wand swing could precede the channeled confusion (wand 3) to cast the channel faster (if the foe didn't need to be interrupted).
If you only auto attacked, your aoe potential increases as you generate more clones near the foes, as they will either continually aoe damage the foe with swing-1, or return damage through retaliation (being near the foe).
Edited by Naglifar, 25 November 2012 - 02:14 AM.
#13
Posted 25 November 2012 - 03:32 PM
Naglifar, on 25 November 2012 - 02:13 AM, said:
Something like the necro's scepter (non-projectile partical effects around the wand itself/and the foe).
1-swing: applies vulnerability, if the foe is already suffering from vulnerability, it will damage to two nearby foes and grant adjacent allies (too the foe) retaliation.
2-swing: applies weakness, if the foe is already suffering from weakness, it will give you .5 second of quickness
3-swing: Dazes foe for 1/4 second, if you interrupt the foe, you summon a clone that use the 1-swing
With this sequence the 'auto' attack of the Mesmer wand would be something that provides more synergy with the other wand abilities.
the 2-wand swing could precede the channeled confusion (wand 3) to cast the channel faster (if the foe didn't need to be interrupted).
If you only auto attacked, your aoe potential increases as you generate more clones near the foes, as they will either continually aoe damage the foe with swing-1, or return damage through retaliation (being near the foe).
A looping, compounding interrupt sounds imba. I also don't know if I want them trying to code in these if-then things... seems like implementing this might be an issue.
How about just 1 second of confusion on each of 1-2-3? Doesn't seem overpowered initially, could eventually build into something punishing if left unchecked.
#14
Posted 25 November 2012 - 08:41 PM
Snarvid, on 25 November 2012 - 03:32 PM, said:
How about just 1 second of confusion on each of 1-2-3? Doesn't seem overpowered initially, could eventually build into something punishing if left unchecked.
Love the idea of bringing some confusion back in to it. I think in Beta it had it, but then it was removed.
I'd also be very happy if they just shortened the cast time on the 3rd part of the chain: the clone summon. It always feels slow. All three attacks take a good long time of dedicated casting if I want a clone compared with the near-instant summon on other weapons.
#15
Posted 29 November 2012 - 01:38 PM
On that note, maybe a Siren's Call type scenario where the Mesmer (with massively higher attack rate) does the traditional Scepter 1-2-3 and the clones, instead of summoning new clones, inflict Confusion every strike?
Edited by Snarvid, 29 November 2012 - 01:44 PM.
#16
Posted 29 November 2012 - 03:00 PM
I agree it needs something. Added confusion? I would say adding one stack of confusion for 3 seconds on the third hit would be balanced. Along with this, confusing images, the clones' third auto attack and shattering, that's quite a lot of confusion, something I think the weapon was designed for.
#17
Posted 29 November 2012 - 04:05 PM
Cereal, on 29 November 2012 - 03:00 PM, said:
I agree it needs something. Added confusion? I would say adding one stack of confusion for 3 seconds on the third hit would be balanced. Along with this, confusing images, the clones' third auto attack and shattering, that's quite a lot of confusion, something I think the weapon was designed for.
That, to me, sounds like "damning with faint praise."
While I would like to see confusion added, I would much rather it not be attached to the 3rd hit, as this really punishes the Mesmer for not finishing the string and requires a long clone uptime before any benefit accrues besides meat shield/shatter. If confusion were added to 2, or clone gen moved to 2 and confusion added to 3, it would minimize punishment for not finishing the string and also allow strategic string cancels depending on what effect you wanted to exaggerate.
#18
Posted 29 November 2012 - 04:22 PM
The Mesmer scepter reminds me of taking a taste of pasta sauce and saying "it needs something, but I just don't know what."
#19
Posted 29 November 2012 - 05:35 PM
#20
Posted 30 November 2012 - 12:02 PM
-shot a bolt
-shot a bolt
-shot a bolt and create a clone that apply confusion for 1 sec. clone attackspeed ~2,5sec
so the clone apply the unique condition as the staff/sword clones.
Edited by gasp10, 30 November 2012 - 12:03 PM.
#21
Posted 30 November 2012 - 12:08 PM
#22
Posted 30 November 2012 - 12:29 PM
ObeyGiant, on 20 November 2012 - 06:57 AM, said:
#23
Posted 30 November 2012 - 01:24 PM
#24
Posted 30 November 2012 - 07:27 PM
#25
Posted 30 November 2012 - 08:10 PM
#26
Posted 30 November 2012 - 09:23 PM
kambo_rambo, on 20 November 2012 - 05:07 AM, said:
Clones created use the #1 skill of the weapon currently equipped, and thats fine and dandy because even though they do no damage, there is usually an inherent effect. Sword clone applies vulberability, Staff clone applies one of three conditions, Greatsword clone hits multiple times (allows more bleed stack if traited), but the exception is the scepter clone. These clones do nothing but throw a negligible damage bolt every second or so, and essentially you are only keeping them around to act as a meatshield or shatter fodder.
In the betas, the #1 skill used to apply confusion, which makes sense as that was the role of the weapon.
My concern is that currently the scepter is rarely used, due to its inability to output any notably significant amount of damage or control. If Anet wants us to use scepters again, it needs to be reworked – possibly somehow applying confusion without a terrible imbalance.
Anyone share the same thoughts?
Back before we knew the exact attack speeds, we just thought the Greatsword's auto-attack was comparable to the speeds of the other weapons because no one took the time to actually test it (or didn't share that info) and the human eye/brain sucks at "eyeballing" time. As such, the math that showed Greatsword clones are "better" than other Mesmer clones at applying bleeds with sharper images was skewed by the 3 hits per auto-attack.
Now, we know the attack speeds of each weapon's auto-attacks.
0.50 sec - MH Sword
0.50 sec - Scepter
0.75 sec - Staff
1.50 sec - Greatsword
Number of hits per auto-attack is obvious, but here we go
1 hit(s) per auto-attack - MH Sword
1 hit(s) per auto-attack - Scepter
1 hit(s) per auto-attack - Staff
3 hit(s) per auto-attack - Greatsword
So we now know that every 1.5 seconds we have
3 auto-attack(s) totaling 3 hit(s) per 1.5 seconds - MH Sword
3 auto-attack(s) totaling 3 hit(s) per 1.5 seconds - Scepter
2 auto-attack(s) totaling 2 hit(s) per 1.5 seconds - Staff
1 auto-attack(s) totaling 3 hit(s) per 1.5 seconds - Greatsword
As you can see, Greatsword clones are not providing any more hits per second than the other weapons aside from Staff clones ... and those clones. So, if you thought Greatsword clones were good with Sharper Images, you should be fine with Scepter clones.
Sword clones are a cut above Scepter and Greatsword though because Vulnerability affects condition damage and they apply vulnerability every first 2 hits and remove a boon every 3rd hit.
Staff clones, while they hit slower than the other clones, are the best at condition damage (I've done the math, may post later if people want it) because even without Sharper Images, staff clones inflict a damaging condition 2/3 of the time and vulnerability the remaining 1/3 of the time. Staff clones can also hit more than 1 target since their attacks bounce, and if there isn't a target to bounce to it can bounce to an ally giving might/fury.
Edited by Sebrent_Tehroth, 30 November 2012 - 09:25 PM.
#27
Posted 30 November 2012 - 10:03 PM
http://gw2skills.net...KyWkrIZRrCGes9A
The focus is on confusion and blindness. With this build, shatters = confusion, blind = confusion, making it the only build that really fully utilizes what the Scepter/Torch offers. Combined with the Staff and glamours you basically have a constant stream of blinds and confusion stacks no matter the opponent does.
This is probably best as a PvP point-holding/contesting build though, since what it does best is rendering another player useless rather than being outright good at killing.
A slight modification could incorporate retaliation into the build to be even more annoying.
So really, the problem with Scepter isn't that it's completely useless, it's that it's tied too strongly to the confusion mechanic which is unreliable damage in most situations, which causes it to only be good in very niche builds.
Edited by Ikelos, 30 November 2012 - 10:12 PM.
#28
Posted 01 December 2012 - 07:15 AM
It would make the weapon set much more attractive with the new found versatility.
#29
Posted 02 December 2012 - 02:53 PM
Sebrent_Tehroth, on 30 November 2012 - 09:23 PM, said:
0.50 sec - MH Sword
0.50 sec - Scepter
0.75 sec - Staff
1.50 sec - Greatsword
Number of hits per auto-attack is obvious, but here we go
1 hit(s) per auto-attack - MH Sword
1 hit(s) per auto-attack - Scepter
1 hit(s) per auto-attack - Staff
3 hit(s) per auto-attack - Greatsword
So we now know that every 1.5 seconds we have
3 auto-attack(s) totaling 3 hit(s) per 1.5 seconds - MH Sword
3 auto-attack(s) totaling 3 hit(s) per 1.5 seconds - Scepter
2 auto-attack(s) totaling 2 hit(s) per 1.5 seconds - Staff
1 auto-attack(s) totaling 3 hit(s) per 1.5 seconds - Greatsword
This is definitely right for the mesmer, but is this right for clones, though? Isn't there a 1 sec delay between AA for each clone, meaning that it is 3 hits per 2.5 seconds for GS and 1 hit per 1.75 seconds for Staff, which makes GS massively faster than any other?
Edit: this doesn't hold up in the mists, but there is some delay on clone attack.
Edited by Snarvid, 02 December 2012 - 05:01 PM.
#30
Posted 02 December 2012 - 03:28 PM
Edited by Jairyn, 02 December 2012 - 03:32 PM.
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