Dps Elementalist/Tempest is garbage.

Dps Elementalist/Tempest is garbage.

in PvP

Posted by: Alekt.5803

Alekt.5803

I have been playing marauder staff tempest the whole time last season. And I was surviving well against scrappers, thieves, mesmers, revenants (depending on the player), and I could deal with a few necromancers..

Though, with this patch, my build was struck severely by collateral nerfs. The magnetic aura duration reduction by 20% greatly affects your chances to fight Dragonhunters, which was already a feat to beat in 1v1. Now, it’s even worse. Thieves needed a good placement of stun fields to win; but now, they can burst you down way easily than before. Revenants are dealing 7k crits with precision strike: it’s one massive cooldown to worry about that adds up to the lots of Staff Charge, Unrelentling Assault, quickness auto-attacks (and to make it worse, it’s a mid ranged attack). With necromancer, it is just impossible now.

Some people might wonder how elementalist was hit so bad. “1 second on auras is so little!” (I will not talk about Diamond skin; I was not using it.)

Protection nerf (A bug fix)
The massive nerf on Tempest was the bug fix on Overload Earth (a bug that was there since beta weekend 2, I must add, so it did not look like a bug). I’ll give you the math behind that protection uptime for Self.

Hardy Conduit: 3 seconds of protection initially.
The Overload Earth is 9 ticks of damage; the fifth tick, the explosion does not grant protection. On self, it used granted 1 second pulse for 4 seconds. Considering that the 5th tick never granted that 1 second pulse, the Tempest has 4 seconds of protection to self.
Bug The Tempest would keep pulsing 1 second of protection to self for a total of 4 pulses (4 extra seconds). Additionnally, the Overload left an AoE pulsing 3 seconds of protection every seconds for a total of 16 seconds of protection if the elementalist stayed.

So, in absolute protection duration, you had: 23 seconds of protection to self. (26 seconds with elemental shielding). For 15 or 18 seconds of protection once overload is over.

Allies received (8×1) seconds of protection + (8×3) for 32 seconds of protection (35 with shielding), for 24 or 27 seconds of protection once overload is over.

Currently, the absolute protection duration is 11 seconds from Overload Earth if fully completed and remaining in the dust storm. (14 seconds with elemental shielding). For 3 seconds of protection once overload is over, up to 6 with shielding. For allies, it grants 8 seconds of protection; 0 or 3 seconds of protection once overload is over.

_Nota Bene. Once must also consider that the Tempest will swap out of Earth once the Overload is completed. At best, the cooldown of Overload Earth is 26 seconds (need to stay 6 seconds in an attunement to overload).

In percentage, the protection uptime reduction was.
For self: 23 seconds; down to 11 seconds. (52% nerf.)
For allies: 32 seconds; down to 8 seconds. (75% nerf.)
And, this was sold as a bug fix.

SOLUTIONS:
-Increase the protection gains for Hardy Conduit to 5 seconds, up from 3.
-Decrease the overload recharge to 15 seconds, down from 20.

Alerie Despins