Camping spec? Not really
tbh, i disagree, the attunements are the base proffessions mechanic, nothing should Replace that its vital to keeping a proffession in its core and offering second playstyles which bypass that completely would just cause so many complications, the fact is 1 will always be better then the other and power players would be forced to constantly swap between these two playstyles no matter what they want.
Keeping proffessions on one Playstyle at core is Much better then offering multiple ways as Power play just throws players back and fourth stopping players mastering their proffessions or getting to any reasonable level of capability with it when they cant Just learn one thing.
the Secondary resources are created to give the proffessions complications to deal with, Instead of things like Mana to give them these other limitations they have to deal with i feel removing this would not only make Elementalist Easymode but would take the ENTIRE purpose from the proffession we are from ground up Jack of Trades the Everquest 1 Bard, take that from us and through and through our capability at anything vastly drops.
Balancing attuements to play just as well Solo would make them Brokenly overpowered when combined using everything will always win i feel like we should just keep proffessions using their resources and keep them on the playstyle tracks created for so long.
i dont mean it badly, but thats why the game has multiple proffessions, not everyone loves the same thing… there are plenty of proffessions which do not swap attunements constantly.
The overload don’t seem to take that long to charge (2.75s to 5s) and my rotation would be about as long. Though I’m not positive but I don’t think ur forced out of the attunement it just go on cd. so I figure with out spec, I would figure the attunement would go on a 20s cd then the overload would recharge X seconds after that.
Basically saying, let’s say u are in Fire u use “Fire Storm” them that puts Fire Attunement on a 20 cd, but “Fire Storm” would have a 24.5s cd, because of the 4.5 sec time to charge “Fire Storm” and the 20s cd that Fire Attunement goes under after “Fire Store” is used. At least that is what I’m getting from poi on the Tempest because his skills remained in fire after he used the overload. So the camping in fire with staff is still valid but I would go to air then overload it then back to fire doing a “Meteor Storm” on top of the nimbus.
5s not a long channel. I guess the only long channel is bandage skill then.
Moreover, only water overload is 2,5s, the rest are kitten.
5s not a long channel. I guess the only long channel is bandage skill then.
Moreover, only water overload is 2,5s, the rest are kitten.
Overloading locks you out of that attunement
Camping is sticking in said attunement for a long time – longer then 10 seconds
The hope of this thread was for camping to be strong/more viable then in has been in the past
Reference gw1 ele’s and staying with one element
Yes – the channel times are a little on the horrible side, but it also removes the camping of the element
Of which has been asked for by a few of us on the forums for a very long time
Changing core mechanics is a thing for elite specs
Why not have camping longer then 10 seconds wherein you get a full strength run out of an element – more buffs the longer you stick with it
No being forced out when you overcharge
/rant over
My hope anyhow
-Phyrak
As I understand it, overcharging does not force you out, but rather gives you a bonus cooldown which is added to the normal attunement cooldown if you swap out.
Examples:
1) You overcharge fire, then immediately swap out: Fire goes on cooldown for 20 seconds.
2) You overcharge fire, wait ten seconds, then swap out: Fire goes on its normal cooldown.
3) You have fresh air, you overcharge air, swap out, then crit: You can immediately swap back in.
Correct me if anyone else who read the reveal spots an error, but this is what I got out of it.
As I understand it, overcharging does not force you out, but rather gives you a bonus cooldown which is added to the normal attunement cooldown if you swap out.
Examples:
1) You overcharge fire, then immediately swap out: Fire goes on cooldown for 20 seconds.
2) You overcharge fire, wait ten seconds, then swap out: Fire goes on its normal cooldown.
3) You have fresh air, you overcharge air, swap out, then crit: You can immediately swap back in.Correct me if anyone else who read the reveal spots an error, but this is what I got out of it.
This is correct. The 4th and the addendum to the 1st possibility is the slight difference between camping an attunement and immediately swapping out.
4) You overload fire, you stay in fire attunement, the cooldown to use the fire overload again is only 20 seconds.
1. addendum) You used overload in fire and immediately swapped out. The cooldown is 20 seconds before you can swap back into fire. Once that 20 seconds is over and you swap into fire, you have to wait a bit before fire overload is available again.
The idea is, to use the overload you have to be in the attunement for a bit before it’s available. You can circumvent that penalty by just not swapping out of the attunement.