Camping spec? Not really

Camping spec? Not really

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

I was one of the few whom hoped for a real camping spec – wherein having to dance attunements wasn’t needed
The aim of an elite spec is to change how the core mechanics worked – that was my hope for over- charging

Yet this proved not the case

Sure – you’re able to camp is a spec to build up power
But once you overcharge – you’re forced out it

There was a prior post – the one around abiut 2 years ago wherein you gain buffs for staying in a specific element for a time

Said buffs combined with overcharge wherein you’re not forced out would seem logical for a spec supposed to be about camping in one element

My suggestions:

Have 3 tiers of overcharged for camping
T1 – as it is now
T2 – stat buffs as suggested above by another thread
T3 – massive % buffs based on attunement:
Eg. In earth bleeds now apply twice and also add a stack of torment

This would make overcharging and staying in one element powerful
If there was a passive to give resistance or remove Condi’s in air and earth – both of which lack condi removal vs fire and water
This would prove stronger

Anyhow – just my .02 c

Please keep it constructive,

-Phyrak

Camping spec? Not really

in Elementalist

Posted by: Drayos.8759

Drayos.8759

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.

Camping spec? Not really

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Posted by: Mahuyo.3079

Mahuyo.3079

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.

Camping spec? Not really

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Posted by: rotten.9753

rotten.9753

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.

Camping spec? Not really

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Posted by: Phyrak.7260

Phyrak.7260

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

Camping spec? Not really

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

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.

Camping spec? Not really

in Elementalist

Posted by: Leo G.4501

Leo G.4501

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.