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Posted by: Xillllix.3485

Xillllix.3485

What really bothers is that it looks rushed.

The Tempest skills lack synergy, there is no good reason to combo them: the cast times are so long and the animations are so slow that the only good field blast interaction is the one the community asked for with earth 4.

It’s not made to work with Staff or Scepter. Did Anet forget that we do not have weapon swap? So basically every time we equip a staff or a scepter we need to remove the tempest line and the shouts because their interaction is lackluster.

Even the reworked elite, it may do something “useful” in comparison to the original one, but it’s still just number changes with a “aura = 1” added.
Nothing can feel new that way.

Look at the new mesmer elite, they made a new condition just for it. It does something freaking cool that doesn’t look rushed.

The Revenant elite is just so much better, and it does support as well as damage.

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Posted by: Valento.9852

Valento.9852

I still don’t understand why Chaotic Release belongs to Herald. I’m not really envious, it’s just a matter of synergy and theme. It fits the Tempest too well. Even if the CD is zomg high.

Attempts at ele specs:
Shaman
Conjurer

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Posted by: The Great Al.2546

The Great Al.2546

What really bothers is that it looks rushed.

The Tempest skills lack synergy, there is no good reason to combo them: the cast times are so long and the animations are so slow that the only good field blast interaction is the one the community asked for with earth 4.

It’s not made to work with Staff or Scepter. Did Anet forget that we do not have weapon swap? So basically every time we equip a staff or a scepter we need to remove the tempest line and the shouts because their interaction is lackluster.

Even the reworked elite, it may do something “useful” in comparison to the original one, but it’s still just number changes with a “aura = 1” added.
Nothing can feel new that way.

Look at the new mesmer elite, they made a new condition just for it. It does something freaking cool that doesn’t look rushed.

The Revenant elite is just so much better, and it does support as well as damage.

It’s not even really made to work with dagger either. The only reason that is the only usable combination, is because the dagger at least has AA’s that make it possible to stay in an attunement for more than 3 seconds.

The biggest problem overall that I have is that you can’t just give a class an offhand weapon and expect it to have any sort of different playstyle. I understand this elite is for group support, but if you have to use scepter or dagger MH, then 12 out of your 20 skills (all of the ones that will be used most often) have absolutely nothing to do with group support.

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Posted by: Voramoz.6790

Voramoz.6790

Hi all!
Thanks for your continued feedback on the Tempest. If possible, let’s compile all feedback into this thread.
We’re iterating in quite a few areas for this specialization, including Rebound. Here’s the description of the latest implementation we’ve been testing over the last few days:
“Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.”

Another small change we was due to the case that warhorn was missing an aura. As such (in our test iteration), Magnetic Aura now belongs to Sand Squall, in addition to its other properties. Looking forward to your constructive feedback from this BWE.

-Karl

How is rebound arcane then? Maybe make it reduce just utility cooldowns? Maybe several during. A duration? That new skill, good though it may be, is not arcane in idiom.

More auras though yes. I have not really tried this as an aura bunker (yes I said it) but I think it has potential.

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Posted by: Urejt.5648

Urejt.5648

Yo Hooj Jest Pole

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Posted by: Tomiyou.3790

Tomiyou.3790

This. :O

It is actually sad that the introduction of one single trait – “Fresh Air” did more to open up a varied play-style for the class than an entire traitline, weapon, and set of utilities can.

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Posted by: Maskah.1486

Maskah.1486

I had time to think about it and I think break bars for CC for all the overloads would work out way better than stability. There is an awful lot of CC in the game now and this would be a great way of dealing with it as an Ele since we have so few ways of preventing it. This would also allow us to better get off the overloads without having to shorten cast times.

I think this is something that should be applied to churning earth, but perhaps more along the lines of crystal hibernation where it is preventing CC and Damage with a break bar. This one skill alone has put myself and many others off from running dagger offhand. It is sad because DD would be perfect for running auras.

Elemental Bastion should grant regeneration instead of flat healing. Not only would this still provide healing, but it would also synergize with Cleansing Water and give you more choices you have to choose from. I also see this working really well in support with heat sync to share out that regeneration and having further synergy with Pyromancer’s Training to knock down you cool downs. As you can see this one change adds a lot of synergy with other trait lines.

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Posted by: Maskah.1486

Maskah.1486

Fresh Air did not work for me after overloads, even with a high crit chance. I had a similar idea for a build. I wonder if that was a bug.

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Posted by: Malchior.5732

Malchior.5732

I pointed out the flaws in the fights in your original topic and you never responded, so I assume you’re just trying again, but the result is the same:

These fights don’t showcase the Tempest very well. Instead, they show me that you could have done much better without it. The only thing Air Overload did for you was kill an AFK Thief in Stealth(who was originally bursted down by a Ranger); everything else wasn’t very impressive as your opponents never took advantage of your very obvious weakness and popping Armor of Earth to cast kitten spell that does 1k per tick is pretty bad.

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Posted by: Maskah.1486

Maskah.1486

Back to Elemental Bastion, maybe the you get a boon based on the Aura you apply. Regeneration would be obvious for frost armor for reasons previously stated.

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Posted by: Tzozef.9841

Tzozef.9841

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Posted by: Jski.6180

Jski.6180

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Malchior.5732

Malchior.5732

“I’m not gonna say why, just no, because I have no counter-arguments.”

It’s funny because Jski is constantly arguing against Tempest changes, but here he didn’t even try. That being said, I think his idea for the Tempest would have been infinitely cooler than what we have now; OP? Oh yes. 4x Healing Rain + Geyser? 4x Phoenix? 4x Obsidian Flesh? Crazy, but at least it’s a million times better than what we have now and doesn’t go against all of our trait lines.

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Posted by: Jski.6180

Jski.6180

“I’m not gonna say why, just no, because I have no counter-arguments.”

It’s funny because Jski is constantly arguing against Tempest changes, but here he didn’t even try. That being said, I think his idea for the Tempest would have been infinitely cooler than what we have now; OP? Oh yes. 4x Healing Rain + Geyser? 4x Phoenix? 4x Obsidian Flesh? Crazy, but at least it’s a million times better than what we have now and doesn’t go against all of our trait lines.

If it becomes stronger then the ele class then yes. This is about tempest being a support class not being an support dps tank that simply is a power creep version of ele. If you truly like the ele class then you too would see the danger of making the elite spec to powerful just so you can play something “new.”

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Malchior.5732

Malchior.5732

“I’m not gonna say why, just no, because I have no counter-arguments.”

It’s funny because Jski is constantly arguing against Tempest changes, but here he didn’t even try. That being said, I think his idea for the Tempest would have been infinitely cooler than what we have now; OP? Oh yes. 4x Healing Rain + Geyser? 4x Phoenix? 4x Obsidian Flesh? Crazy, but at least it’s a million times better than what we have now and doesn’t go against all of our trait lines.

If it becomes stronger then the ele class then yes. This is about tempest being a support class not being an support dps tank that simply is a power creep version of ele. If you truly like the ele class then you too would see the danger of making the elite spec to powerful just so you can play something “new.”

But Tempest sucks at being Support. All it does is Heal and you keep saying we want power creep; we don’t, we just want something good.

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Posted by: Tzozef.9841

Tzozef.9841

“I’m not gonna say why, just no, because I have no counter-arguments.”

It’s funny because Jski is constantly arguing against Tempest changes, but here he didn’t even try. That being said, I think his idea for the Tempest would have been infinitely cooler than what we have now; OP? Oh yes. 4x Healing Rain + Geyser? 4x Phoenix? 4x Obsidian Flesh? Crazy, but at least it’s a million times better than what we have now and doesn’t go against all of our trait lines.

If it becomes stronger then the ele class then yes. This is about tempest being a support class not being an support dps tank that simply is a power creep version of ele. If you truly like the ele class then you too would see the danger of making the elite spec to powerful just so you can play something “new.”

Keep in mind too, when I wrote that post, you gain access to Four of the same element for all Attunements, but you lose out on the other three. So even though you can use meteor shower three extra times, you lose out on Static field, Shockwave, and Healing Rain.

So it comes across OP when you look at it from a specific angle, however in reality, it doesn’t because of the trade-off and loss of versatility.

Basically my idea was to trade-off versatility for extremity, allowing the Ele as a Tempest, to go EXTREME into one attunement.

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Posted by: KinkyPotato.4219

KinkyPotato.4219

Feedback from the perspective of a dedicated support WvW roaming/havoc player:

Build used: http://gw2skills.net/editor/?vFAQFAWn0XCFYiVOAGOA8RgFVAzNrOWPrEBgFQBo4D0/yAA
Armor: Cleric’s
Weapon: Cleric’s
Runes: Superior Runes of the Monk

-Loved the feel and different playstyle added to the Elementalist through the Tempest specialization (mainly the overload mechanic and actually changing up the usual Attunement dancing that Eles know and love)

Skills Tried

Wash the Pain Away: Healing felt impactful and powerful which was very appreciated. Loved this skill.
Suggestion: Cleanup the tooltip to indicate the correct healing values to allies. Add “Grant 5 seconds of Light Aura to allies in a 600 radius” to make it consistent with the other utility shouts.

Eye of the Storm: Absolutely loved this skill! The sound effect, the animation, the shout…perfect. It’s confusing that this is the only shout that doesn’t have an Aura associated with it but I understand the balancing reasoning behind this (mainly that going Fresh Air + Powerful Aura + Unstable Conduit means you would probably already have infinite Shocking Aura on allies anyways).

Overload Fire: Amazing for getting tags, granting might to allies (something I couldn’t do as easily with my old Arcane/Water/Earth build), and contributing some close-range damage

Overload Water: Amazing at healing and cleaning condi burst! Loved this skill.

Overload Air: Decent damage and vulnerability application, but for the purposes of my playstyle, I found myself hardly using this skill. However, that’s definitely to be expected since I realize it’s potential with Fresh Air + Powerful Aura + Unstable Conduit builds and that seems like an amazing secondary utility support path

Overload Earth: amazing for initiation and disengage as well granting more protection to allies. My only complaint is that the blast at the end of the channel is hard to land on fields and almost always requires another ally to setup a field to blast (even then, that’s difficult to coordinate as Overload Earth takes 5 seconds to channel…most fields expire by the time it ends).
Suggestion: Add an additional blast at the start of the channel

Other Skills

Rebound: the change initially posted by Karl looks really good for Rebound, much better than the current iteration

Warhorn: Unfortunately didn’t try this and I don’t think I will be as I prefer the Staff playstyle.

(Continued on the below post)

(edited by KinkyPotato.4219)

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Posted by: KinkyPotato.4219

KinkyPotato.4219

Trait improvements
While the playstyle and mechanics added are fine for the Tempest, I feel like the traits could use a lot of cleaning up. There seems to be only one somewhat plausible theme in the line and that’s the Aura line (when coupled with Powerful Aura from Water). Akin to what Robert Gee did for his elite specializations (Reaper has a monster line, chill line, and a defensive line; Berserker has a physical brute, condi and self reliant line…etc), we should try to maintain the same level of diversity in the Tempest Traits (currently lacking). Therefore, let’s go with the three themes somewhat visible in the current iteration: A Stun Breaker, an Auramancer, and an Overloader. The below should definitely not be a definitive “demand” but more of a “sample” of how you can approach the redesigning of the Tempest Traits.

1. The Stun Breaker
-focuses on using shouts and warhorn abilities to remove stuns from itself and allies

a) Gale Song:
Current: Trigger “Eye of the Storm!” when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch (CD: 45 seconds).
Changes: No change needed, good as is!

b) Earthen Proxy
Current: Damage is further reduced when you are under the effects of protection by 20%.
Changes: Breaking a stun for an ally grants that ally (yourself included) 2 stacks of stability for 3 seconds.
Reasoning: Earthen proxy was too boring of a trait and provided incredibly little benefit (a mere 7% extra damage reduction) to even be noticeable in combat…ever. With this change, the ele can grant some stability to allies (a sore spot for this class). However, stability application is much harder than some of the other supports as the tempest will have to wait AFTER a stun has landed in order to reap the benefits from this trait. So it’ll play a lot differently in the sense that the Tempest needs to be reactive in breaking stuns for allies instead of being proactive with accumulating stab stacks before an initiation.

c) Imbued Melodies
Current: Upon casting, warhorn abilities break stun for allies in a 600 radius around you (ICD: 10 sec). Reduces recharge on warhorn skills (20%).
Changes: No change needed, good as is (and will have a lot more synergy with the above Earthen Proxy)

2. The Auramancer
-focuses on the provision and bolstering of auras

a) Unstable Conduit
Current: Overloading an attunement grants an aura based on the element you’re attuned to when the ability is completed.
Change: No change needed, good as is!

b) Tempestuous Aria
Current: Allies affected by your shouts gain might. Enemies are affected by weakness.
Change: Add a “Reduces the cooldown of shouts by 20%” clause in there.
Reasoning: Pretty self explanatory; there needs to be a CD reduction trait associated with the new utility.

c) Elemental Bastion
Current: Auras you apply heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.
Change: Increase the base healing and scaling healing. Add “Auras last 20% longer” clause.
Reasoning: To make it more impactful for non healing power builds and to incentivize healing power users to grab this trait.

The Overloader
-focuses on supporting allies through the constant overloading of attunements while increasing the risk/reward of said overloads

a) Latent Stamina
Current: Apply vigor in a radius when attuning to water. Granting vigor to allies also restores a portion of endurance.
Change: Nearby allies gain 25 endurance when you successfully overload an attunement (ie, if you complete the channel of the overload).
Reasoning: The old iteration felt incredibly out of place and weak. This way, we still maintain the original intent (if you want to call it that) of the original trait while blending it into the tempest’s unique mechanic.

b) Harmonious Conduit
Current: Recharge from overloading an attunement is reduced.
Change: Overloads recharge faster every time you take damage while overloading (Recharge reduction per instance of damage taken: 5%).
Reasoning: An elementalist should be rewarded if his positioning and timing is correct when overloading his attunements. This vastly increases the risk vs reward for tempest and replaces an otherwise bland trait with a unique cooldown reducing mechanic to motivate elementalists to overload their attunements. Note that at 5%, the overload for a particular attunement would go down by 1 second per source of damage taken. This really forces Tempests to make an important decision…should I go in harms way to reduce the cooldown of my overload by a vast amount but put myself at risk of being interrupted/taking heavy damage or stay safer but incur a higher cooldown?

c) Lucid Singularity
Current: Remove and gain massive resistance to movement-impeding conditions while overloading your attunements.
Change: You and nearby allies gain a boon every second based on the current attunement that you are overloading with a longer lasting boon at the end of a successful overload.
Fire: 1 second of Fury per second; 5 seconds of Fury, and 5 stacks of Might for 5 seconds after a successful Overload Fire
Water: 1 second of Vigor per second; 5 seconds of Vigor after a successful Overload Water (retaining the old iteration of Latent Stamina)
Air: 1 second of Super Speed per second; 3 seconds of Super Speed after a successful Overload Air
Earth: 1 second of Resistance per second; 3 seconds of Resistance after a successful Overload Earth (retaining the old iteration of Lucid Singularity)
Reasoning: In a specialization that’s supposed to be all about supporting allies, this grandmaster felt incredibly lackluster and clunky. Changing it to add boons for allies gives it more synergy with Latent Stamina and Harmonious Conduit.

(edited by KinkyPotato.4219)

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Posted by: BlackBeard.2873

BlackBeard.2873

After giving it some thought, I am pretty sure I understand WHY tempest is so bad:

The Overload mechanic was probably conceived early on as a way to perform a high-risk/high reward move that also fit into a non-rotational playstyle. Given that rotations would be SLOWER or not used at all (although it would just end up being slower), the idea really lent itself to getting a main-hand weapon that had great auto-attacks, with less emphasis on just using abilities to make up for bad auto-attacks. This is why you saw sword abilities datamined. However, something happened that forced them to change (probably didn’t have time to make 12 animations on top of overloads, maybe either they realized it was strictly better/too similar to MH Dagger).

Because they were still obligated to make an “elite spec” they went back to drawing board and said “what is a front-line weapon that has easy/few animations that we can slap onto this spec? I know! Warhorns are super-duper easy with basically NO new animations! To appease them, we can slap on a few new SOUNDS (lame) and act like we did a lot!” Unfortunately, this left tempest with some major problems:

1. Overloads were flawed to begin with, but it is even worth because you are stuck dealing with the available main-hand weapons, which aren’t well-suited for attunement-camping. This is why they sold the spec as “good with dagger,” as dagger is the only one with decent auto-attacks (and only in air).

2. The play-style is not distinct, as ele playstyles are mostly determined by MH-weapon. D/X is a support/brawler because it has good sustained damage. S/X is barely viable (mostly just good for stacking might). Staff is mostly support (pvp/wvw) or versatile damage (pve). No matter what OH you take, they way you play it only adjusts slightly. Warhorn isn’t a terrible weapon, but its basically a variant of focus since it lacks /D mobility.

3. The trait-line is a mess, stuck with a lot of disparate concepts (auras, overloads, self-sustain, etc.) that just DON’T create a cohesive whole.

It is a real shame that they changed concepts so late in the game, and didn’t just put overloads back on the shelf for a time they COULD give a proper MH weapon to go with it. Sure, many people would have bummed about not having sword (I don’t really care), but at least they could have focused in on a NEW playstyle. At this point, tempest is going straight to the trash-bin for everyone except hipsters who just want to be different.

(edited by BlackBeard.2873)

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Posted by: Leo G.4501

Leo G.4501

“I’m not gonna say why, just no, because I have no counter-arguments.”

It’s funny because Jski is constantly arguing against Tempest changes, but here he didn’t even try. That being said, I think his idea for the Tempest would have been infinitely cooler than what we have now; OP? Oh yes. 4x Healing Rain + Geyser? 4x Phoenix? 4x Obsidian Flesh? Crazy, but at least it’s a million times better than what we have now and doesn’t go against all of our trait lines.

If it becomes stronger then the ele class then yes. This is about tempest being a support class not being an support dps tank that simply is a power creep version of ele. If you truly like the ele class then you too would see the danger of making the elite spec to powerful just so you can play something “new.”

Keep in mind too, when I wrote that post, you gain access to Four of the same element for all Attunements, but you lose out on the other three. So even though you can use meteor shower three extra times, you lose out on Static field, Shockwave, and Healing Rain.

So it comes across OP when you look at it from a specific angle, however in reality, it doesn’t because of the trade-off and loss of versatility.

Basically my idea was to trade-off versatility for extremity, allowing the Ele as a Tempest, to go EXTREME into one attunement.

Well what happens when you just swap to the 2nd fire attunement then right back out to something else? Now you aren’t locked out of water and you still have 3 more fire attunements.

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Posted by: Wolfric.9380

Wolfric.9380

I would do balace by simplification. Tempest is diffrent an for less ele swaping.
To take that route you can just substitute ele swaps with a weapon swap on 6-5 s CD.

Or you take mysugestion of the dormalt element trait. That removes untraited elements from swaping but permanently give their passive abilities.
This lowers the skill floor, is not OP and fits the current tempest. Must not be admitted by old ele´s but will give a good feeling for a lot of players. It would be largly diffrent. If its underpowed numbers is all it would need…

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Posted by: Leo G.4501

Leo G.4501

I would do balace by simplification. Tempest is diffrent an for less ele swaping.
To take that route you can just substitute ele swaps with a weapon swap on 6-5 s CD.

Or you take mysugestion of the dormalt element trait. That removes untraited elements from swaping but permanently give their passive abilities.
This lowers the skill floor, is not OP and fits the current tempest. Must not be admitted by old ele´s but will give a good feeling for a lot of players. It would be largly diffrent. If its underpowed numbers is all it would need…

Not that it’s a bad idea, just unlikely.

I think they could make “attunement specialization” possible without needing to take the other attunements away and introducing weapon swap. Just give the Tempest more ways to utilize the various trait line minors. Examples as follows:

Tempest minor master [Speedy Conduit] Grants swiftness while overloading and trigger enhanced master minor traits you have.

  • Fire = Cast Sunspot at the start of overload
  • Air = Pulse Electric Discharge while overloading.
  • Earth = Earthen Blast at then end of an overload, range boosted to 300 even when swapping.
  • Water = Cast Healing ripple at the start of overload, heal 8 targets instead of 5.

Tempest minor grandmaster [Hardy Conduit] Grants protection while overloading and triggers enhances adept and grandmaster traits you have.

  • Fire = Overload stacks Empowering flame 3 times for 10sec, Burning Rage also reduces damage you receive from burning foes.
  • Air = Cast Zephyr’s Speed at the end of an overload. Zephyr’s Speed grants quickness and superspeed. Weakspot boosts critical hit chance vs vulnerable foes.
  • Earth = Overload stacks Stone Flesh 3 times for 10sec, Geomancer’s Defense applies to all allies within 300 range (5 targets; does not stack with multiple applications)
  • Water = Aquatic Benevolence applies to self as well as 2x to allies; Soothing Mist last for 2x as long.

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Posted by: BlackBeard.2873

BlackBeard.2873

Since overloads are so risky, why not improve the reward a bit.

Trait idea:
Tempestuous fury
Completing an overload decreases the CD of all skills in that attunement by -33% (percentage to be adjusted).

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Posted by: Roman God of War.6953

Roman God of War.6953

My opinion on what I saw and experienced in BWE2 (first time posting so any other players feel free to criticize things i’m not accounting for/and delivery of information)

So I kinda sat for awhile here before I wrote anything. I realized all my side notes were just on gameplay mechanics, but after finishing writing my Herald review(and maybe being TOO big of a woodenpotatoe fan) I just feel the fizz is not there for the elite spec. But I think I found something that will def help me and hopefully my fellow ele community get the fizz for this spec. Bring in some SERIOUS CC for this weapon. Maybe even add it to some of the overload abilities? I mean it would be SOO COOL to be able to really lock down a target during combat. Sure I would not mind sacrificing some DPS or even sacrificing tempest being a meta dungeon build to have the access in open PvE, WvW, and PvP as CC gods! but anyway onto my actual feed back~

Pro’s – observations of synergy with rest of gw2

It really DOES make you play any existing builds a little differently. After being so used to having three full trait lines readily available to us, it suckssss having to sacrifice one for the tempest and really makes you learn how to compensate for it and try to maximize all the mechanics tempest give you. It is pretty cool how supporty the Ele really has been buffed. I always play front lines and for once I am actually a bit more aware of whats going on around me more-so for my allies sake. It feels GREAT to use warhorn earth skill 5 when you see an ally desperately trying to heal or getting CC’d down and being so vulnerable and being like nope! known of you guys get to see now(blind) lol. I like the cool AoEness of everything, especially the water overload. Whenever I do use it, I notice it. Which is great because I ve actually caught myself since the beta being like (esp with all the f2p’s we mentor) oh no I’ll just overload this and mass heal everyone…oh wait.

Con’s – solutions
Small buff to fire warhorn skills. Firefield earlier on skill 5 mainly. I have blasted that rectangle sooooo many times only to realize recently that the very last part of the rectangle(after the fire is done creeping) is where the firefield is. WHAT?! Nothing visual or in the tool tips that says this, or this is bug? I hope it is a bug, because one of my favorite synergies with scepter ele is the fury on auras, AND the auto fire aura when going into fire, I alwayssss try to get in a dragon’s tooth and find a fire field to also hit the phoenix on before my fury runs out. Previously with a focus you can summon the tooth, lay down the fire field, and hit with phoenix doing GREAT damage and getting 2 blasts out of it. Trying to repeat that in my rotation with warhorn and if I wait out the fire field to finish to blast it with phoenix, my fury has long been gone. Maybe add cripple(short duration but pulsing) with skill 5?

-Also would love to see skill 4 in air for warhorn aim like skill 5. It is a great pre -skill before skill 5 in air but it makes me feel forced to CC the enemies where they are? That seems kinda silly. It would be nice to CC the enemies in any direction sayyyy into an ally AoE then? Man what a sweet hit that be! pull the foes into aa area with heavy ally AoE, then follow by your skill 5 in air. Short combo, but definitely a nice quick DPS for just some good mechanics. ESP if you attune into air as you do this combo, getting the 2 lightning strikes with it, whew that be a nice quick insta kill on some mob coming at you mid fight say after exhausting your fire attunement.

Overall review

-Super cool if those water warhorn skills applied some sort of CC condi like chill or short freeze on one of the skills. Earth IMO is fine BECAUSE the overload provides cripple, the front line support is fun. its nice dropping dust storm on low health allies and swapping to water for quite a few heals with s/warhorn and then being able to also overload for even more quick saves for allies. it leaves a cool impression(similar to rev) how at one second you’re supplying might, dps, really laying the hammer down, then you can kinda back peddle and help mitigate some damage and control for teammates and buy them those few seconds for some of their own CD’s to pass and pick themselves back up. Almost like a front line version of the staff I guess, except not as squishy?

Thanks for letting us be apart of the feedback process and look forward to the changes you make!
*also love to hear player feedback on how wrong you think I am!

This copy paste on a mobile so I apologize if it becomes difficult to read I the process