Camping still ain't a thing with tempest
In Gw1 you didn’t swap attunements at all. You just slotted skills based on how your skill points were distributed. I’m happy with attunement dancing if it means I can keep myself alive without the assistance of a monk.
That in mind, i’m also not opposed to the thought of getting some kind of buff based on how long you stay in a specific attunement, but swapping attunements in itself is a pretty nice perk.
Peacemaker Ral |Asura Mesmer
(edited by NayNay.7680)
In Gw1 you didn’t swap attunements at all. You just slotted skills based on how your skill points were distributed. I’m happy with attunement dancing if it means I can keep myself alive without the assistance of a monk.
That in mind, i’m also not opposed to the thought of getting some kind of buff based on how long you stay in a specific attunement, but swapping attunements in itself is a pretty nice perk.
Not taking away dancing :P
Just buffing camping
In your opinion – how would/should camping be buffed?
If anyone has anything to add, expand or question – please do so
I will do my best to respond with reasonable answers to any questions – as this topic is one that is close to my heart perse :P
~ feel free to read through my topic/thread history and see my fervor about it :P
-Phyrak
well if tempest minors wouldn’t be so restrictive they could add buffs to staying in an attunement there.
well if tempest minors wouldn’t be so restrictive they could add buffs to staying in an attunement there.
What are your ideas on how to streamline tempest minors and make camping a proper thing?
well if tempest minors wouldn’t be so restrictive they could add buffs to staying in an attunement there.
Agreed, my idea to make it work better is twofold:
Current minors are rolled into base line functionality of Overload, one of the two minors gains “Stability on Overload” for 4 seconds. The open minor spot becomes “Singularity of Focus” which would increase the Tempest’s damage, healing, and condition damage by 2% per second they remain in an attunement, capping at +20%, and resetting on swaps.
Secondly, I would change the Overload Mechanic slightly. Overloads would place your attunement on a 10 second Recharge after completing, but if you swap OUT of the attunement you are in, then you also incur the swaping attunement timer in addition to the overload’s timer. This would mean that you could overload back to back faster by remaining in the same attunement, OR you could swap out and have a longer recharge since you’re adding on the swap timer.
This also means that there is some small benefit to stacking Arcane with Tempest, as you could still swap faster since it would reduce the cooldown from swaping, just not the independent cool down from the Overload itself.
The net effect is that an elementalist could specialize in a specific attunement of choice if they wish, taking the -33% recharge timer traits and accompanying trait line, and primarily camp one attunement if desired based on their build and combat needs. Being able to use each Overload essentially 5 seconds after its storm dissipates is very, very powerful and would make the Tempest feel more like a persistent storm caller.
To provide an example of the above change:
If I stayed in Fire Attunement and used Fire Overload on cooldown, combat would go like:
(assuming I just swapped into fire during combat)
- Use abilities for 5 seconds until overload fire is available.
- Channel Overload Fire for 4 seconds, it then goes on 10 second Recharge and leaves a lingering fire tornado for a while.
- Cast more abilities that are off cooldown, use some utilities, use auto attack
- Fire Overload is available again, begin channeling again.
- Use abilities in between overload again.
If at any time I swapped out of Fire, I would have Recharge added to any existing;y recharged fire attunement from the overload. So if I swapped right after an Overload, the 10 second recharge on fire from the overload would be increased to 20 seconds without arcane trait line, or 18 seconds if using arcane.
This would cement Tempest as a camping strategy specialization that strongly benefits builds that camp the appropriate attunement for the given circumstance.
If you look up some of my posts on the early tempest, i posted some various ideas for attunement camping tempest that generally make the attunement more forgiving to stay in like, for example: bonus damage to water skills for each condition you remove (capping at X) for the duration of an overload’s cooldown or bonus damage reduction against foes that are burning…ect.
That being said, another avenue i like for a specialization (not necessarily tempest) would be the “sepecialization enhancer”. What that spec could do wouldn’t so much reward you for camping an attunement but instead bolster the avenue of your other specs, making them more prominent to become its own style…kind of like fresh air for air but even greater. Maybe some thought tempest would work something like that but i like the direction they took for the spec and hope they aim for a more camping approach.
When you say it, I guess that is one of the problems of the concepts of Tempest.
Ele got its buffs with attunement swapping, fury, regen, protection, swiftness, might for sitting in attunement youdon’t get anything.
what they can do is giving out pulsing buffs when you stay long enough in an attunement combined with scaling buffs:
buffs lost upon swapping
earth:
100 toughness/condi damage every 5 seconds you stay in earth. cap is 500.
water:
100 healing/vitality every 5 seconds you stay in water. cap is 500
fire:
100 power/10% condition duration every 5 seconds you stay in fire. cap is 500 (does condi duration make sense for fire? it was the old traitline stat for the fire line)
air:
100 precision/100 ferocity every 5 seconds you stay in air. cap is 500
this could be the grandmaster minor while the master minor could look like:
fire: gain 3 stacks of might for 10s every 5 seconds you stay in fire.
water: gain regeneration for 5 seconds every 5 seconds you stay in water
air: gain fury for 2 seconds every 5 seconds you stay in air
earth: gain protection for 2 seconds every 5 seconds you stay in earth
now other than boons they could give auras every 5 seconds but i think with aura share and tempest gm trait it would be overkill.
i feel like they should add both, something for players that want to camp but also for players that want to swap frequently.
(edited by Jekkt.6045)
Or take a brute route.
Loose teh ability to swap to untraited elements. Permanantly gain the passive minor traits of untraited elements.