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Scepter Rework Ideas:


Bunny.9834

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Scepter Rework Ideas: 

Rework it to make it similar to how Trident operates. Skills 2 and 3 are Legend Specific. 

1. Auto Attack Chain

Serene Slash: cast time: 1/2s cooldown: 0s
- Condense Mists energy into a solid form to strike enemies in front of you. 
    - 
Acerbic Cut: cast time: 1/2s cooldown: 0s
    - Slash at enemies again with Mists energy. Grant boons to allies after striking an enemy.

Motivating Whirl: cast time: 1/2s cooldown: 0s 
    - Whirl around, damaging enemies and heal allies if an enemy is struck. 


2. Spirit Rift:

cast time: 3/4s energy: 10e cooldown: 8s radius: 240 (ground target)
- summon a rift on the target's location. The rift will pulse healing to allies and damage to foes.

-Depending on your legend, the foes inside the rift will suffer a condition. Each legend will also have a corresponding combo field. 

Pulses: 3
Jalis - field: Ice / condition: Weakness
Shiro  - field: Smoke / condition: Vulnerability
Ventari - field: Water / condition: Poison
Mallyx - field: Dark / condition: Torment
Glint - field: Light / condition: Blind 
Kalla - field: Fire / condition: Burning 
Archemorus/Saint Viktor - field: Lightning / condition: Slow 

3. Spirit Boon Strike:

cast time: 1.5s energy: 15e cooldown: 12s radius: 360
- Point your scepter towards the sky and channel the power of the mist damaging enemies while healing allies within range. 
- At the end of the pulse, give allies boons. 
- The final pulse is deals more damage, heals more and is a blast finisher. 

Pulses: 3
Jalis: Stability
Shiro: 5 stacks of Might and Fury
Ventari: Regeneration
Mallyx: Resistance
Glint: Protection
Kalla: Resolution
Archemorus/Saint Viktor: Vigor 
 

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I'm a bit lazy to write it again, so I copy an idea of one of my last posts.

Maybe the weapon can work like the sandshades of the scourge, Skill 2 put down an "anomaly" with pulsing damage + barrier for a few seconds, make the skill also groundtarget. Guess 6-8 seconds are enought, you can also speed up the intervall of this skill & Skill 3, if you want to use a shorter remaining time.

Skill 3 can puls around you + the enemy target or if you got out and no enemy is in sight on skill 2 "anomaly", with boons + damage and some condis. So you can leave the tether-mechanic if you want, but remove the tetherstacks. Also please remove the deactivation-skill from Skill 3 and give the flip-skill direkt from the start (0,5 sec cd, so no double tap), make it an aoe pull/barrier, so you can decide between more boons on allys /condis + damage on enemys or high barrier & cc. If you want you can make the "anomaly" a combofield (maybe ethereal or as written before dependet of the legendary stance) and the Skill 3 flipskill a blast-finisher.

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Ohwell since this turned out to the summary of different ideas posted about it, I will do the same.

 Let scepter skill 2 and 3 be applied to enemy while the damage/support pulses around them but the user themself always has it around themself giving these effects. So if even no enemy is targetted, you stil apply support/damage around where you move.

This would make things more manageable already. So ally targeting is gone by this and only enemy/aoe around you. It wouldn't give double effects, same like multipble shades on scourge doesn't either.

• Some other issues beside the above how to replace ally targeting and still giving support:

- Scepter auto attack 900 range instead.

Scepter skill 2 The pulsing damage should be halved to 2 seconds but 0,5 second interval and aoe to enemies/allies. Pulsing should give aoe damage/healing and the final blast should besides aoe barrier, also aoe damage.

- Scepter skill 3

*The tether duration halved to 3 seconds duration but 0,5 second intervals for reaching 6 stacks. And unblockable applied.

*Tether damage increase on enemies replaced with pulsing aoe damage/healing around the enemy/user. 

*Replace pulsing might/fury with resolution/protection boons.

*Tether consume skill pulls the enemy if targeted or nearby enemy in 360 radius if not targeted and 2 second root on enemies in 360 radius around user. Around 360 radius user/enemy, allies get barrier and aegis.

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