BWE 3 Tempest Specialization Changes

BWE 3 Tempest Specialization Changes

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

Following up on the Stunbreak conversation: This is something we’ve talked about in the past and felt like it might just be way too strong. However, it still sounds like way too much fun to not try it out… so I’m going to change them over and we’ll see what that plays like in BWE3.
Please keep in mind that this will be a test and we may have to compensate for or remove it at some point in the future, if it’s too strong.

-Karl

Please keep in mind that traited properly, a necro can use f1 to stunbreak every 7 seconds, not including any utility skill stunbreaks they take.

now, elementalists taking signet of air can stunbreak every 20 seconds while traited, not including tempest defense and gale song.

assuming that the stunbreak on overload cast (at start of cast) would have no icd, allowing overloads to stunbreak would be at best, every 5 seconds, IF the player uses the overload to stunbreak, and then immediately swap attunements to start the pre-cast warm up for the next overload stunbreak.

now, using an overload only for the stunbreak also means setting that stunbreak on a 25 second cooldown, assuming that the channeling is interrupted by attunement swap immediately. (an aside, i thought it was said in the Tempest PoI livestream that it was intended that attunement swapping would NOT interrupt the overload channel, but just wasn’t in the beta build yet)

at this point, starting at the first stun break, and assuming perfect timing on attunement swap. we have: SB + 5s, SB + 5s, SB + 5s, SB + 5s, and since 20s have passed, the first attunement is available again. that doesn’t include any aftercast delays. realistically, we can expect every 6 seconds a stunbreak would be available with constant attunement swapping.

this appears to give the Tempest another choice to make: finish the overload or swap attunements to continue regular weapon skill rotation. (if the attunement swap does not interrupt the overload channel, then how else will the tempest be able to interrupt the channel? cast another weapon skill? we currently can’t dodge out of the overload channel…)

that possible every 5 second use could possibly be OP with the d/d cele cantrip ele build that dominates PvP, but i think that d/d cele cantrip eles would think twice about blowing their standard rotations for a stunbreak that essentially locks them out of an element for the next 20 seconds. this would really slow down their rotation, by a lot, so the damage output would fall considerably. i think it’s a fair trade off.

also, the more available stunbreak might finally allow for other utilities besides full cantrips, but i suppose that’s another conversation.

in the current iteration of overload channels, d/d cele cantrip eles also have to consider whether to let the overload finish channeling, too, which adds another 4 seconds before swapping attunements, (since attunement swap breaks the channel) which could essentially put the stunbreaks on longer cooldowns. 4 second channel + 5 second warmup means 9 seconds before next stunbreak is available.) this might make up for some of the damage lost from their regular rotation, but again, it’s a tradeoff.

realistically, i see overload stunbreak potential on par with necro using shroud as a stun break.

i’m actually really excited about this…

necro using shroud as a stunbreak is the most awful, terrible, horrible way to play there is. we use shroud for WAY WAY more things than just a stunbreak. thats.. wow just an awful way to even think.

you ever play necro bro?

I will respond with the same sarcastic tone you used.

First: don’t call me bro.

Second, do you understand English?

Third. To summarize my post in a way you can understand, since its obviously over your head. The stun break on overload is not as strong as the dev hypes it because , like the necro traited stun break on f1, you would have to use it only for stun break, and go out of your way to ignore, and even cancel the other effects of the skills to prep it for the next stun break usage.

Realistically, the stun break on overload will only be available every 10 seconds (the cool down for the daredevil utility stun break) for someone who uses the stun break within a high attunement swap rotation, or available every 20 seconds for someone who camps a single attunement. (20 second stun break is air signet’s cool down)

PS I actually have 2 level 80 necros I pve with for fun. A Rampagers scepter focus minion master, and a zealouts dagger warhorn well vampire. And when I say pve, in this case I mean silverwastes and cursed shore event chains. The vampire has traited f1 stun break, and realistically, I don’t need to use it as a stun break that often, buts nice to have available in my build, since its my only stun break. Sure, you’ll prolly berate the build on your limited knowledge of it, but this is a tempest thread, so if you wish to discuss my necro playstyles, feel free to PM me.

PPS. My initial sarcasm was intended for entertainment purposes only, exactly as your “do you even play a necro, bro?”

– The Baconnaire

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Posted by: Wolfric.9380

Wolfric.9380

I also don´t see a stunbreak on overlaod to powerful. First you need the overload ready, so 5s in the element and then if you suddenly need a stunbreak you propably don´t want to overload at that moment activating a 20s CD on the element. Its more a last ditch thing like befor you can´t do annything and propably die. I expect it as an escape boon when the CC hits you in the back you get the stunbreak, swiftness, prot and stab to maybe get away. So for a stunbreak that suddenly happens and you need it now within your rottion its not realy so good, but its a nice addition.

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Posted by: finalshadowz.6178

finalshadowz.6178

Druid heal better (He and his group cannot be killed in celestian form)
Pets have better dps (9k without crit in 3s)

We have overload which block switch for 20 sec !!
Animation quality are far bellow scrapper or druid,
shout and warhorn tech are sloooowww.

Lack of Imagination for the tempest concept.

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Posted by: The Great Al.2546

The Great Al.2546

Holy crap, Druid just COMPLETELY blows Tempest away in the group support department…AND does it at range.

Agreed. And especially with the increased emphasis on how difficult the new content will be, it is even more clear that Tempest does not have the tools necessary to survive in melee range

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Posted by: Nike.2631

Nike.2631

Lack of Imagination for the tempest concept.

Honestly that’s not true. Lack of impact, maybe. But it’s a cool concept. Horns and storms have a strong connection in Tyrian lore.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Xillllix.3485

Xillllix.3485

Any important progress being made with Tempest and Warhorn? Because it really looks like of all the elite professions Tempest is really missing the mark. You need to put the emphasis on the Tempest theme and make the skills have much more impact on fights. Stability on overload won’t fix how terrible it will be if you cant change attunements or dodge while using them, specially when other class can spam interrupts like candies at Halloween.

Large aoe, ground target-able skills for Warhorn would really make it more interesting. Maybe increase the aoe limit to 10 for Warhorn skills? Just do something to make it worth using instead of dagger offhand or focus.

The trait lines need way more damage and recharge modifiers. 10% for 5 seconds is way too low.

(edited by Xillllix.3485)

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Posted by: The Great Al.2546

The Great Al.2546

Lack of Imagination for the tempest concept.

Honestly that’s not true. Lack of impact, maybe. But it’s a cool concept. Horns and storms have a strong connection in Tyrian lore.

Then it is the disconnect between the concept and the implementation, because I don’t see storms anywhere.

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Posted by: Xillllix.3485

Xillllix.3485

Then it is the disconnect between the concept and the implementation, because I don’t see storms anywhere.

The new elite should have been a massive storm of all elements. This alone would make tempest interesting and justify the super low damage Warhorn does.

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Posted by: Alphard.6529

Alphard.6529

So because the ranger is getting a water field that moves with them, eles can’t have one? Please make the warhorn water field move with the ele!

Also I called this a month ago :p

[KING] Alpha Cas

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Posted by: finalshadowz.6178

finalshadowz.6178

WIthout be a disproportionnal tempest, our techniques are lack luster.
Shout have too long cd and ativation too long
Warhorn is useless, no dps, only giving boones, and activation too long

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Posted by: Markin.9167

Markin.9167

Druid seems way better than us

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Posted by: morrolan.9608

morrolan.9608

Holy crap, Druid just COMPLETELY blows Tempest away in the group support department…AND does it at range.

Staff ele does it at range and from what I gather glyphs on ranger will be pbaoe.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: The Great Al.2546

The Great Al.2546

Then it is the disconnect between the concept and the implementation, because I don’t see storms anywhere.

The new elite should have been a massive storm of all elements. This alone would make tempest interesting and justify the super low damage Warhorn does.

Couldn’t agree more. Seems unlikely at this point though.

Here’s what I’d like to see.

Each overload contributes to the overall potency of the storm. For example, if you fire overload and then water overload and then hit your elite, you would trigger an elite storm that has elements of fire and water. If you overload all 4, you’d get a massive storm that contains all 4 elements. This would then reset every time you triggered the elite, with a 60-90s cd.

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Posted by: Coldtart.4785

Coldtart.4785

Holy crap, Druid just COMPLETELY blows Tempest away in the group support department…AND does it at range.

Staff ele does it at range and from what I gather glyphs on ranger will be pbaoe.

You forgot the best part: you don’t have to pick tempest to do it.

I seriously hope tempest wasn’t made to be a water camping healbot in the same way as the druid because there’s always going to be a very big reason why that’s bad: attunement swaps. If you aren’t using all your attunements you should just reroll because you aren’t really playing ele.

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Posted by: Luindu.2418

Luindu.2418

Hi, ele main here, i spend time reading the forums but this is going to be my first post.

IMHO and trying to be constructive, the elementalists has a problem being a “jack of all trades” when its stucks elements to the same role forever and the specializations should be the solution changing the way we look the elements.

One example of this would be something like making a “core/magma” specialization that use sulfurous waters (adding poison, losing healing), Fire with Piroclasts that make strong CC (like gw1 meteors) or Earth for mobility (digging charges like a Dredge).

PS: English isn’t my native language, sorry if i made any mistake.

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Posted by: Ganathar.4956

Ganathar.4956

Hi, ele main here, i spend time reading the forums but this is going to be my first post.

IMHO and trying to be constructive, the elementalists has a problem being a “jack of all trades” when its stucks elements to the same role forever and the specializations should be the solution changing the way we look the elements.

One example of this would be something like making a “core/magma” specialization that use sulfurous waters (adding poison, losing healing), Fire with Piroclasts that make strong CC (like gw1 meteors) or Earth for mobility (digging charges like a Dredge).

PS: English isn’t my native language, sorry if i made any mistake.

Your idea is pretty good, but I don’t think that it can apply to any elite specs that don’t give the elementalist a 2-handed weapon. Hopefully, the next elite spec will incorporate such an idea.

(edited by Ganathar.4956)

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Posted by: Lyger.5429

Lyger.5429

They should speed up Wildfire to be like druid’s Vine Surge

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Posted by: Xillllix.3485

Xillllix.3485

Now that you’ve removed Might on Cantrips and seriously crippled the fire line can you add a might on shouts trait instead to make Tempest at least have some proper damage potential?

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Posted by: Coldtart.4785

Coldtart.4785

Now that you’ve removed Might on Cantrips and seriously crippled the fire line can you add a might on shouts trait instead to make Tempest at least have some proper damage potential?

http://wiki.guildwars2.com/wiki/Tempestuous_Aria

As is standard for tempest the other traits that compete with it are absolutely useless so you should have no trouble fitting it in.

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Posted by: Chapan.9170

Chapan.9170

Wildfire is still extremely slow and feels unrewarding to use, it takes several seconds to extend.

Earth 5 is the same deal, Super slow to extend and feels unrewarding to use.

Lightning orb is horrible for what it is.

Moving waterfield is not enjoyable to use as it forces you to run in one direction to keep use of it or you just end up being to slow/fast for it.

Shouts are to weak in comparison to our cantrips/glyph of storm/arcane wave.

Aura sharing is mostly not enjoyable and pretty much forces you to go into water aswell, but then again ele’s build diversity always brings you into that traitline anyways.

Tempest is supposed to bring a storm but all I can feel is a tiny breeze.

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Posted by: Luindu.2418

Luindu.2418

Your idea is pretty good, but I don’t think that it can apply to any elite specs that don’t give the elementalist a 2-handed weapon. Hopefully, the next elite spec will incorporate such an idea.

Thanks and yes, my idea is about a two handed spec (hammer), but too many people hate the number of skills that an ele can win mainhands or two handed to hope that eles can have an spec like that soon, but another option is that minor traits “changes” the effect of the other weapons (minor master like: "when you use A weapon the skills of your B weapon* ")

*AB weapons counting as a mainhand/offhand or vice versa

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Posted by: Wulf.5431

Wulf.5431

Some of my opinions of tempest skills;

Heat Sync shouldn’t share just might, but also shouldn’t share all boons. A middle ground should be found.

Wildfire really needs boon stripping back. Another boring fire field is too samey, boon stripping adds much needed newness to the spec.

I personally love both water skills.

Cyclone is very lackluster. Pull is super small, damage is almost non existent. I feel the only thing this skill will be used for is swiftness. Maybe add a stun after the pull, to synergize with other air traits. Or a blind after? Idk, but it needs something.

Lightning Orb, as everyone knows, has piddly, crappy damage. It should be a nuke on single targets if they are the only target.

Sand squall is half decent. It’s boring, only being used for blast finisher, protection and aura. The extra two second boon duration is pointless, especially with a cast time.

Dust storm is the my most hated skill. Too little payoff, hard to see where it hits, blind duration is super small… there’s nothing I like about this skill. Personally would love to see some kind of invuln/evade or something on earth. Maybe even in a small area, that would be amazing. Probably too late now.

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Posted by: Jski.6180

Jski.6180

Holy crap, Druid just COMPLETELY blows Tempest away in the group support department…AND does it at range.

I think being able to heal like that at a range not going to work well in spvp or wvw you have very bad control over what getting hit by the effects. If you take the druid into the melee you have a bit more of a chose but then the druid will be using a 1,200 ranged wepon in melee it dose not work all that well. Tempest is both a healing and boon support with auras. Giving it a strong abitly to both soft cc/hard cc ppl and apply lots of def boons at the same time healing over time and burst heal.
Odds are druid going to be an all in melee or ranges glass class with high healing to keep it self alive.

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: finalshadowz.6178

finalshadowz.6178

Our feedback do not interest dev. However on the revenant forum anet reply more frequently.
May be the only reason is to encourage elementalist to play revenant as main, druid for heal, and reaper for dps.

When we see feedback from specialization classes, one of the worst is tempest.

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Posted by: Chapan.9170

Chapan.9170

Sadly it seems that we are stuck with tempest the way it is. All I can see being changed is numbers unless devs actually figures out that the majority of people do not like the current tempest.

Currently Eles are getting the short stick when it comes to everything, nerfs and tempest being atrocious.

I would want tempest to deliver a storm but it’s barely succeeding in blowing a tiny breeze.

If you want Auras to be the main focus, Why not just rename it Auramancer?

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Posted by: Xillllix.3485

Xillllix.3485

Why not just rename it Auramancer?

It would probably sell less than tempest. Think of all the people who will buy the expansion without ever trying the betas. They think they’ll be getting some amazing aoe storms (as we all expected).

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Posted by: Glenstorm.4059

Glenstorm.4059

While I’m excited to try out the new Overloads, I still don’t think Tempest adequately addresses the opportunity cost of camping an Attunement. I’m hoping that the incoming Scepter buffs (hopefully buffs to auto-attacks) will help in this regard, but at the moment there is SO MUCH (damage, support, control) you can do in 5 seconds by swapping Attunements that camping a single Attunement isn’t worth it at all; the Overload would have to have a huge payoff to make it worth it. Like I said, I’m looking forward to seeing if the buffs to Overloads achieves this, but in the meantime, I’ll repeat my suggestion:

We need a minor trait that rewards staying in a single Attunement.

-Scrap Speedy Conduit.

-Replace Speedy Conduit with the current Hardy Conduit, and add the Stability functionality to it.

-Add a new Grandmaster minor trait:

Tempestuous Escalation

Remaining in a single Attunement grants you a stacking bonus for each second you remain in that Attunement:
Fire: +1% Damage (10% cap)
Air: +2% Critical chance (20% cap)
Water: +1% Outgoing healing affecting other allies (10% cap)
Earth: +1% Condition damage (10% cap)

This trait’s Attunement-specific bonuses end when switching Attunements, but the trait is always active. For example, when you switch to Water after being in Fire for 10 seconds, you would lose the 10% damage bonus but immediately start accumulating the 1% outgoing heal bonus.

This synergizes well with the theme of each Attunement and each Overload. Plus, the bonuses are not boons, so they can’t be abused by boon duration/boon share, nor can they be stripped. Most importantly, it incentivizes remaining in a single Attunement, which is a major change from the Attunement dance of the base Ele.

Fear the might of SHATTERSTONE.

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Posted by: finalshadowz.6178

finalshadowz.6178

To adopt the same concept as reaper or druid, when overloaded the elementalist merge with its element like a elemntal and provide new set of technique (do not known what).
To access to the overloading state, we have to charge it, and when using a tech, we loose charges (like conjuration).

(edited by finalshadowz.6178)

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Posted by: rotten.9753

rotten.9753

It would probably sell less than tempest. Think of all the people who will buy the expansion without ever trying the betas. They think they’ll be getting some amazing aoe storms (as we all expected).

And the best part? The only storm tempest can summon (overload air) is not even a typical aoe (3 target limit). I’m dying inside.

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Posted by: Legendofzelda.1278

Legendofzelda.1278

Well I guess we will have to enjoy the specialization for what it is not for what we thought it would be.

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Posted by: yumee.1405

yumee.1405

note: Heat Sync is currently over-performing in its ability to spread all boons to allies. We’ll be looking to narrow down the boons it can spread, to just the Might boon, in order to keep its purpose more clear.

Why only might? … seriously if it’s not all but I don’t know 3/4 boons that you share it’s ok but if it’s only might it become a totally useless skill … I don’t need to share might since all classes are abble to stack might easily … I prefere sharing the others boon … too me changing that just kills all the purpose .. why Having a kittening awsome boon duration if it’s not to share my boons!!

+ you makes mee agreeing with what Matt Matt says and .. I really don’t like saying what I just said!!!!

(edited by yumee.1405)

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Posted by: Jski.6180

Jski.6180

note: Heat Sync is currently over-performing in its ability to spread all boons to allies. We’ll be looking to narrow down the boons it can spread, to just the Might boon, in order to keep its purpose more clear.

Why only might? … seriously if it’s not all but I don’t know 3/4 boons that you share it’s ok but if it’s only might it become a totally useless skill … I don’t need to share might since all classes are abble to stack might easily … I prefere sharing the others boon … too me changing that just kills all the purpose .. why Having a kittening awsome boon duration if it’s not to share my boons!!

+ you makes mee agreeing with what Matt Matt says and .. I really don’t like saying what I just said!!!!

The thing is other classes like rev’s elite spec has that +50% boon duration making boon share beyond strong. Its better to go over to revs forms and say something about an op effect like this and how its going to “nerf” other classes who work too well with it.

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: finalshadowz.6178

finalshadowz.6178

They want us to play rev. Rev is multi classes.

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Posted by: Dorid.1793

Dorid.1793

Heat Sync – need more boons in the curren form is worst than blast finisher.
Water Globe – water field need to be centered on the Elementalist.
Lightning Orb – need better targeting, maybe single target?
Warhorn still lack Condition Removal nad Aura.

I still don’t see cooldown reduction trait for shouts.
Harmonious Conduit is good change.
Imbued melodies – I don’t know, I think previous version was better.

Guild: Myth Andaar [MA]
“Rigor mortis, habeas corpus.”
GW2W: Dorid - Builds

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Posted by: Xillllix.3485

Xillllix.3485

You could give us weapon swap on a 20 seconds cooldown and call it a day.

At least we would be able to have some new variety and not lose all our damage going tempest. Anyway, I thought that was the reason why blasting staff was made baseline in the first place.

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Posted by: Nike.2631

Nike.2631

Heh… Triggering Elemental overload ALSO triggers a weapon swap. Make overloading the ONLY way an Ele can swap weapons in combat and you’d see heads literally explode trying to process all the new permutations that puts on the table…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Lyger.5429

Lyger.5429

Why was the boon strip removed from wildfire? Didn’t it only remove one boon?

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Posted by: Alekt.5803

Alekt.5803

How about executing a blast finisher when attuning to earth for Earthen Proxy in addition to the protection enhance? Seems team oriented in a way.

Alerie Despins

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Posted by: sicsempertyrannis.3510

sicsempertyrannis.3510

Irenio and Roy really threw you a bone with that Frost Bow nerf, Karl. With such a huge part of meta Ele damage nerfed into uselessness, people may now have a reason to run Tempest over Water or Air (I’m looking at you, Tempest Defense) for Staff PvE. Warhorn is still trash, though.

Clever, very clever. When your specialization turns out to be garbage, nerf the alternatives until it’s on par with what’s left.

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Posted by: Jski.6180

Jski.6180

Irenio and Roy really threw you a bone with that Frost Bow nerf, Karl. With such a huge part of meta Ele damage nerfed into uselessness, people may now have a reason to run Tempest over Water or Air (I’m looking at you, Tempest Defense) for Staff PvE. Warhorn is still trash, though.

Clever, very clever. When your specialization turns out to be garbage, nerf the alternatives until it’s on par with what’s left.

I guess if dmg is the only thing you want from a class. I have a feeling that tempest has nothing to do with dmg from the tempest though they can buff there teams dmg.

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: Xillllix.3485

Xillllix.3485

Irenio and Roy really threw you a bone with that Frost Bow nerf, Karl. With such a huge part of meta Ele damage nerfed into uselessness, people may now have a reason to run Tempest over Water or Air (I’m looking at you, Tempest Defense) for Staff PvE. Warhorn is still trash, though.

Clever, very clever. When your specialization turns out to be garbage, nerf the alternatives until it’s on par with what’s left.

I don’t think so, Tempest just doesn’t have enough damage burst potential at the moment to be considered in a competitive context. The might on cantrips nerf just made the little that was left of Heat Sync even worse and destroyed most of its synergy with the fire line and cantrips.

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Posted by: Jski.6180

Jski.6180

I still want to see water field and fire field on water/fire overload and the ideal of water 5 from wh staying on the tempest is a great ideal. I would not mind seeing frost field added to tempest some how maybe on freeze shout? That would be an cool added shout effect more then just might / weakness that you now crate a field when you use a shout though base off your atument more then the shout it self all though still earth gets in the way (make it blast i guess though i would love an earth field that only ele / tempest can use).

Added note i think the ele comunitly has scared off any dev. from posting on these forms lol.

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

(edited by Jski.6180)

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Posted by: Bandit.8279

Bandit.8279

Holy crap, Druid just COMPLETELY blows Tempest away in the group support department…AND does it at range.

Agreed. And especially with the increased emphasis on how difficult the new content will be, it is even more clear that Tempest does not have the tools necessary to survive in melee range

I had no problems surviving in melee range with my Tempest in BWE2. Aura’s are pretty powerful when used and traited properly. Not to mention a support Tempest can also put out some good condi damage which has been buffed for BWE3 with the addition of more bleeds.

While on my own I found it fun taking on larger amounts of enemies (something I struggled with on my zerk Daredevil) and in large events it was extremely rewarding playing the support role.

Fools N Gold [FNG] of Tarnished Coast

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Posted by: yumee.1405

yumee.1405

note: Heat Sync is currently over-performing in its ability to spread all boons to allies. We’ll be looking to narrow down the boons it can spread, to just the Might boon, in order to keep its purpose more clear.

Why only might? … seriously if it’s not all but I don’t know 3/4 boons that you share it’s ok but if it’s only might it become a totally useless skill … I don’t need to share might since all classes are abble to stack might easily … I prefere sharing the others boon … too me changing that just kills all the purpose .. why Having a kittening awsome boon duration if it’s not to share my boons!!

+ you makes mee agreeing with what Matt Matt says and .. I really don’t like saying what I just said!!!!

The thing is other classes like rev’s elite spec has that +50% boon duration making boon share beyond strong. Its better to go over to revs forms and say something about an op effect like this and how its going to “nerf” other classes who work too well with it.

Ok but .. remove the skill then since might is already the easiest stackable buff … I is going nowhere … I wanted to try tempest now … I just don’t wanna at all anymore cause all classes do everything better that what is proposed for ele … rip

(edited by yumee.1405)

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: Nike.2631

Nike.2631

Can we actually talk about what would make people want to play a Tempest over vanilla Elementalist?

It seems like some of the Overloads are adequately sexy, so maybe just call out which one you think is the single worst of the 4 and why?

I see a lot of concern about the Tempest having to be a melee in-fighter to set up the overloads. Dose it need +500 Toughness while channeling? Would it make the class more unique vs. its parent if the Tempest had +150 TOUGHNESS AT ALL TIMES as part of swapping into this profession? Because last I checked we were still supposed to get something akin to half the Arcane line’s aspect cooldown for taking Arcane, so maybe tempest could give full-time 150 Toughness instead of cooldown reduction.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

BWE 3 Tempest Specialization Changes

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Posted by: rotten.9753

rotten.9753

Overloads have mechanical issues, strapping a simple numerical buffs and calling a day won’t cut it.

Overloads are the only skills that are interrupted by an attunement swap.
Overloads are easily interruptible.
5 seconds is way too long for defensive overloads (which you usually need as fast as possible).

BWE 3 Tempest Specialization Changes

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Posted by: Glenstorm.4059

Glenstorm.4059

My biggest issue with Overloads is that we are punished too harshly for trying to use them. Or rather, we are not incentivized enough to use them. The way I see it, Tempest’s biggest difference from vanilla Ele is that it discourages Attunement dance. However, if they want to encourage staying in an Attunement with the eventual goal of Overloading, then not only does the Overload have to be powerful, but there also needs to be some inherent bonus to staying in the Attunement while the Overload charges up. At the moment, our weapon skills have too long individual cool downs to make Attunement camping worth it, and auto-attacks other than Fireball and Lightning Whip are lackluster. Which is why I keep suggesting a Grandmaster Minor trait that gives us a stacking, Attunement-specific, non-strippable, non-shareable buff each second that we remain in an Attunement.

Fear the might of SHATTERSTONE.

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: Senario.2038

Senario.2038

Can we actually talk about what would make people want to play a Tempest over vanilla Elementalist?

It seems like some of the Overloads are adequately sexy, so maybe just call out which one you think is the single worst of the 4 and why?

I see a lot of concern about the Tempest having to be a melee in-fighter to set up the overloads. Dose it need +500 Toughness while channeling? Would it make the class more unique vs. its parent if the Tempest had +150 TOUGHNESS AT ALL TIMES as part of swapping into this profession? Because last I checked we were still supposed to get something akin to half the Arcane line’s aspect cooldown for taking Arcane, so maybe tempest could give full-time 150 Toughness instead of cooldown reduction.

Well if you could either 1) Change Elements during a tempest channel without interrupting the skill. Or 2) Have overload not be a channel and just a skill that goes off when you have been in the same attunement for a while. I think it would be more viable. The fact is you cannot dodge out of the channel and you are stuck trying to do more damage but ultimately being more vulnerable. Protection or no Protection some things just hit hard enough that it isn’t enough to justify using overloads.

Other things I think would make it somewhat workable. Base Cooldown 15 sec instead of 20 sec and add back the trait to have attunement cooldowns after overload reduced by 20%. What this would do is have the attunement have a 10 second cooldown compared to the 8 second cooldown it has before and the overall investment for a 4 second channel would be 9 seconds with waiting in an attunement and 4 seconds of channeling. It would also make the class flow better as attunements would be properly rotating for cooldowns. Though the only problem that still remains with this is that you cannot switch attunements while channeling an overload. And lets be honest, not all overloads are worth using all the time.

BWE 3 Tempest Specialization Changes

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Posted by: Nike.2631

Nike.2631

Overloads have mechanical issues, strapping a simple numerical buffs and calling a day won’t cut it.

I’d like to believe we can see more than mere numerical twiddling even within the limited time remaining. IF we can identify the crucial code changes that will give the Tempest real, tangible pizazz.

Overloads are the only skills that are interrupted by an attunement swap.

Ok, so the needs to be changed. Done. Concrete request.

Overloads are easily interruptible.

I’m with you. Stability is far more essential to making Tempest deliver on the concept of a living whirling maelstrom of elemental energy than super-speed. Speedy Conduit needs to be a Major trait we can select and stability during overload needs to be come the minor trait. Because right now it’s too much of a trait tax to make the class work.

5 seconds is way too long for defensive overloads (which you usually need as fast as possible).

More front-loading on defensive overloads. Done. Or at least totally doable.

Karl? Thoughts? Three straightforward and clear requests here.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: Nike.2631

Nike.2631

My biggest issue with Overloads is that we are punished too harshly for trying to use them. Or rather, we are not incentivized enough to use them. The way I see it, Tempest’s biggest difference from vanilla Ele is that it discourages Attunement dance. However, if they want to encourage staying in an Attunement with the eventual goal of Overloading, then not only does the Overload have to be powerful, but there also needs to be some inherent bonus to staying in the Attunement while the Overload charges up. At the moment, our weapon skills have too long individual cool downs to make Attunement camping worth it, and auto-attacks other than Fireball and Lightning Whip are lackluster. Which is why I keep suggesting a Grandmaster Minor trait that gives us a stacking, Attunement-specific, non-strippable, non-shareable buff each second that we remain in an Attunement.

Would you be satisfied with something along the lines of~

  • “When your current attunement is recharged you gain +15% cooldown speed on all weapon skills.”

Which would make Tempest completely unlike core Elementalists in wanting to stay in a single attunement to pump out that single attunement’s effects faster.

It makes popping the Overload (with it’s stun break ) a real tactical decision and not something you mash as fast as it comes up. Camp your souped-up sped up weapon skills or throw the big button and move on to another attunement?

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.