Tempest Feedback
Things I liked:
- Overload skills feel powerful enough for the long cooldown they have.
Maybe this is true. However, they definitely don’t feel powerful enough for their 5s attunement camping requirement + their cooldown + their highly interruptible channel + the 3 minor traits that they take. They have way too many drawbacks atm, they really need to get rid of some of these.
That is true, I did not consider those things. I made a comparison only regarding their damage and cool down with other skills damages and cool downs.
During regular play (even more in high lv areas like the Maguuma Jungle) I do get knocked/stunned/etc out of the overload.
All this “Tempest” is for what? Dungeons, general PvE, sPvP, WvW, EoTM, Fractals, or what? For everyhting I guess, but I don’t see anything at all useful, or at least nothing that could compete with what we already have. Brings a mix of everything, but excels in nothing. No way I would ever stay longer in attunement than needed just for a …gimmick, that keeps me locked in the same attunement for what?
These could become useful in certain isolated niche situations, but why waste time on bringing more problems into the game, instead of refining what we had. It’s all just quantity over quality. Shinies I guess. Because that’s what sells. But in the long term? Ready to deal with all that mess that follows: imbalance, bugs, exploits, even more lag? – and that’s just thinking about the WvW side of things.
I’m all in favor of change, but only if that means improving things, not adding just for the sake of creating hype. Now it’s too late: changes were already made, work done, sales started. Cannot be undone. I don’t like it at all, and that’s the nicest thing I can say about the whole HoT effort, except a few QoL improvements here and there. And yes, I pre-ordered it, just to support your game.
[FUG/SG/TDT] on the Jade Quarry
Problem with design of an elementalist elite specialization, how to add to a class that is basically nearly perfect as far as the game is concerned? Only way to make them more perfect is give them heavy armor and high health then they’d be totally perfect.
The base class is too good, thus nowhere to go with specializations. I can’t speak for how good the traits are, but the overlord mechanic takes A LOT of prep time. I thought a fresh air build would be fun, but it’s not. The prep work needed means the CD isn’t an issue. You can’t chain them anyway or you’ll be dead.
What I like about Tempest
- Shouts and Shout traits (Except Rebound)
- Warhorn (For PvE and Support)
- Support in general
However really feel Overloading attunements in it’s current state is a waste of time and unfun. This is what I think could be good changes to make Overloading seem more exciting. (IN MY OPINION)
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- Overload Fire
The damage is ok, however I feel like it should get one stack of stability via “Lucid Singularity” or something… It feels extremely anticlimactic when I get interupted.
- Overload Water
I like Overload Water, I thought it could use Stability as well but it’s a strong Overload and is fine as is.
- Overload Air
Feels very weak. I’d like to see a 10% ~ 20% damage increase.
Since Tempest doesn’t have damage traits, i’d like to see Air Overload get a bit of a kick.
- Overload Earth
Fine as is.
- Overload Timer
I don’t like the idea of crippling my version of an attunment switch for a lesser version of eviscerate.. I’m not sure how much but I think 14s should be based and traited would be 11 1/4s would be nice.
- Unstable Conduit
I’d like to see this trait moved to Master (move 20% overload recharge down) and to give the aura’s on Overload with a 10s CD, so you would have the aura’s during the whole overload and the CD incase you pop the overload, switch attunements(which cancels) then prep for more aura’s too quickly.
- “Eye of the Storm!”
This is just an idea, but maybe having it gain shocking aura for 1s instead of 5s would be a nice add, you usually use it when stuned and underfire so it could still proc the shock aura and have aura synergy… Might be a tad powerful tho.
(also this would make all three tiers have an aura trait if you consider my previous change.)
- “Rebound!”
Anything else but what it currently does.
(I would like to see it cast an Overload if it has 5s or less before being able to cast on a 3/4s cast time.)
Let me hear what you think.
I wouldn’t change my Ele setup to use Tempest. Didn’t like how it synergized with any of the main hand weapons (Dagger, Scepter) felt like it ruined the flow I had with Scepter/Focus or Dagger/Dagger.
Also, replacing Water or Arcana with Tempest didn’t leave me blown away. Never thought of replacing Fire or Lightning and I doubt any future builds will.
Mainly though, the Warhorn skills didn’t, in my opinion, trump the Focus or Dagger and the utilities didn’t trump the utilities I currently use.
In short, I wouldn’t run a Tempest setup. I spent the entire beta on my Ele running Scepter/Focus (What I generally use) and rolling Fire/Lightning/Water.
Also, replacing Water or Arcana with Tempest didn’t leave me blown away. Never thought of replacing Fire or Lightning and I doubt any future builds will.
Mainly though, the Warhorn skills didn’t, in my opinion, trump the Focus or Dagger and the utilities didn’t trump the utilities I currently use.
I agree, for PvP anyhow, Water and Arcane is a staple. Tempest doesn’t have any offensive traits, so running Water/Arcane/Tempest only gives you a bunker build.
Water cannot be replaced, I feel arcane COULD be replaced, but it’s a win win and I would not recommend it.
I don’t like Warhorn and agree with you, however I feel it does have a place or variation in WvW so i’m fine with it.
I would honestly like to see Tempest get some trait for damage or stronger overloads cause as it is, Fire or Air traits > Tempest
Also, replacing Water or Arcana with Tempest didn’t leave me blown away. Never thought of replacing Fire or Lightning and I doubt any future builds will.
Mainly though, the Warhorn skills didn’t, in my opinion, trump the Focus or Dagger and the utilities didn’t trump the utilities I currently use.
I agree, for PvP anyhow, Water and Arcane is a staple. Tempest doesn’t have any offensive traits, so running Water/Arcane/Tempest only gives you a bunker build.
Water cannot be replaced, I feel arcane COULD be replaced, but it’s a win win and I would not recommend it.
I don’t like Warhorn and agree with you, however I feel it does have a place or variation in WvW so i’m fine with it.
I would honestly like to see Tempest get some trait for damage or stronger overloads cause as it is, Fire or Air traits > Tempest
For me it’s
Fire/Lightning – Staples for PvE (Generally Scepter/Focus)
Water/Arcana – Staples for PvP (Dagger/Dagger)
For WvW it’s Staff for Zerg, D/D for Roaming.
Warhorn simply does not fit into the profiles. Scepter/Warhorn is bad and doesn’t synergize, and neither does Dagger/Warhorn.
I could see using Tempest in WvW with Staff, but the more I think about it, the more I simply cannot see using Warhorn because then you’re stuck with D/W or S/W.
This is just one Ele’s opinion though.
Visually it was okay though.
Imbued melodies is bugged: should reduce warhorn cooldowns by 20% but reduces the cooldown by 30%.
Also Heat Sync is OP, we stacked 1+ min quickness prefight with that in a 2 guard, 2 ele 1 rev party.
Imo, just remove glyph of storms and use those skills functionality on the warhorn. After some more time spend on warhorn, the skills are ok ish but they just dont compete vs focus/dagger.
Remove Latent stamina for a +20% dmg modifier when the player has atleast 1 attunement on cooldown.
Harmonius Conduit should also lower the waiting time before the player can use the overcharge.
Lucid Singularity should give stability, the knockbacks in HoT are pretty extreme. Overcharging attunements while solo’ing in HoT is beyond not viable, every mob does a knockback or a skill you have to dodge interrupting the overcharging.
Elemental Bastion should make Auras applied by the elementalist pulse conditions every 2 seconds in addition to their normal aura effects. Burn, chill, weakness, cripple AoE. (And not heal when they are applied).
Imo, the last 3 traits in tempest should be like:
-Reduce cast time on overcharging
-grant stability and protection while overcharging
-Overcharging has reduced effects but no longer channel.
(edited by Setz.9675)
(Sorry for long post)
Imbued melodies is bugged: should reduce warhorn cooldowns by 20% but reduces the cooldown by 30%.
- Imbued Melody should be fixed.
Also Heat Sync is OP, we stacked 1+ min quickness prefight with that in a 2 guard, 2 ele 1 rev party.
- I don’t think Heat Sync should be removed, however maybe having a hardcap for time and stacks would be appropriate. (Such as boons cannot surpass 12 stacks and 12 seconds via Heat Sync)
Imo, just remove glyph of storms and use those skills functionality on the warhorn. After some more time spend on warhorn, the skills are ok ish but they just dont compete vs focus/dagger.
- Removing or changing already existing glyph of storms might anger some players, I wouldn’t touch it for Tempest.
Remove Latent stamina for a +20% dmg modifier when the player has atleast 1 attunement on cooldown.
- Latent Stamina change seems way too powerful for an adept… I would however like to see the specific “water” attunement removed from the trait, their should not be water specific traits in Tempest tree.
Harmonius Conduit should also lower the waiting time before the player can use the overcharge.
- Sounds interesting, a 20% reduction for that would bring it to 4s wait time, however I would still rather see further reduced CD for using the attunement… Untraited 17 1/2s is ridiculous.
Lucid Singularity should give stability, the knockbacks in HoT are pretty extreme. Overcharging attunements while solo’ing in HoT is beyond not viable, every mob does a knockback or a skill you have to dodge interrupting the overcharging.
- Lucid Singularity in my opinion should grant one stack of stability, the effect is too flashy and easy to interupt and you STILL get that 17 1/2s CD even if you get interupted… I don’t want to use Armor of earth everytime I wanna use an Overload.
Also Overloading in PvP without stability is way too much risk for barely any reward.
Elemental Bastion should make Auras applied by the elementalist pulse conditions every 2 seconds in addition to their normal aura effects. Burn, chill, weakness, cripple AoE. (And not heal when they are applied).
- That change for “Elemental Bastion” is brilliant, the Tempest tree is filled with support and bunker and we don’t have any offense, furthermore aura’s are usually a defensive, having it pulse conditions would give it an offensive aura purpose, I like it.
Imo, the last 3 traits in tempest should be like:
-Reduce cast time on overcharging
-grant stability and protection while overcharging
-Overcharging has reduced effects but no longer channel.
- And for the Grandmasters, I kinda agree, they do not seem much meaningful to me and would like them to have a bigger impact.
- I don’t think a grandmaster reducing overload recharge is a good idea but maybe increase Harmonius conduit or reduce flat recharge from spec)
- Maybe the “Stability and protection” could simply be baseline in the already existing Hardy Conduit
- No channeling would be too powerful