Fix tempest!

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Posted by: ReaperJr.5967

ReaperJr.5967

AFAIK minor trait tool tips are still wrong.
Rebound is still bad.
Stability on overload is still not baseline.

Fix please, anet?

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

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Posted by: torgar.4015

torgar.4015

What’s wrong with rebound? Been playing it in WvW as a cele frontliner and has saved my kitten many times ,: p

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Posted by: nearlight.3064

nearlight.3064

To be honest I’m pretty wary about anet buffing tempest, since we could easily get a situation where it becomes as stron as D/D ele was back in July, and I don’t think most of us here would want to be ridiculously overpowered. We’d go play dragonhunter if that were the case.

Don’t get me wrong though, I agree with your suggestions, though I’d just be afraid of them being the only suggestions that make it into the game.

Necromancer Main
Taking a break from GW2 to play various
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Posted by: Alekt.5803

Alekt.5803

I do not agree with stability baseline. Interruptable overloads means counterplay.

Alerie Despins

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Posted by: caerulean.4837

caerulean.4837

I think the one stack of stability being baseline would be pretty great, seeing kitten much of the tempest is based on successful overloads even in an auramancer build. A single stack of stab is easy to get rid of but wouldn’t make an overloading tempest such an easy target imo.

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Posted by: nearlight.3064

nearlight.3064

I do not agree with stability baseline. Interruptable overloads means counterplay.

Normally I’d agree with you, but right now chronomancers, dragonhunters, druids, other tempests (shocking aura), reapers, and scrappers all poop out AoE CC on capture points with such braindead frequency that you have to be kiting off point to get overloads off, even with stability. And otherthings like DH CC, chrono shield/gravity well, and scrapper thunderclap can often interrupt through the one stack. Its fine when you’re not being focused, but when you are… forget about overloading.

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Posted by: Neko.9021

Neko.9021

Tempest is fine. It’s used on the top teams of PvP and Raids. Can’t speak for WvW/GvG though, I suppose. But for the things that matter, it’s great.

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Posted by: Jekkt.6045

Jekkt.6045

Tempest is fine. It’s used on the top teams of PvP and Raids. Can’t speak for WvW/GvG though, I suppose. But for the things that matter, it’s great.

just because people use it doesn’t mean that it’s fine or well designed… it just means that it’s not completely useless.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: BlackBeard.2873

BlackBeard.2873

Tempest is fine. It’s used on the top teams of PvP and Raids. Can’t speak for WvW/GvG though, I suppose. But for the things that matter, it’s great.

just because people use it doesn’t mean that it’s fine or well designed… it just means that it’s not completely useless.

So true. Tempest doesn’t open up many new play-styles, it only offers aura healing + overloads for damage/extra auras.

Worst of all, it is SO NOT FUN to play. Sitting there lightning whipping 30% of the time, overloading 40% of the time, and occasionally using other skills. I can’t make clutch pvp plays by identifying an important target. You just rotate through your sustain and pump out those extra heals/auras/boons to your team in the process. Still tanky sustain, but with less mobility and damage for more support.

Tempest is usable, but not fun. It is not varied in the builds it opens up. It is not exciting. Still pigeon-holed with build choices.

I play it for now because its different, but it has me losing my desire to play ele or the game.

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Posted by: posthumecaver.6473

posthumecaver.6473

I can see the Mojo of Tempest and I have only one big complain left over.

To make Tempest useful you have to give up Arcana and Water (only fresh air make use overload bearable because of that 20s Attunement CD ) and you have to completely rely heal on Auras to survive.

Here come the problem, you only get the Aura and Heal at successful completion of the Overload and with 1 stack of stability that is not happening most of the time. So just to be able cast guaranteed overload you have to stay at back line but AOE effect radius of Overload is not big enough you stay backline and hit enemy or support you team mates.

Either put the Aura/Heal at the beginning of the Overload cast or make the radius of the Overloads bigger because if I go with 1 stacks stability in the middle of fight it is nearly %100 guaranteed that I can’t finish that cast and get a heal.

And guess what happens to an Elemantalist that can’t heal himself, a sack of potatoes says anything to you?

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Posted by: Coldtart.4785

Coldtart.4785

Tempest was just flat-out designed incorrectly. You could not possibly fix it by buffing it, either. It’s not even underpowered since pve and pvp eles both use tempest as essentially just a power creep tweak to pre-HoT builds.

Just like regular ele it has the problem of being mostly trash but having a few stand-out options that can carry a whole build. It can only be fixed by an overhaul, but given that it went through 3 betas with no significant changes I can’t see that happening now that we’re in live.

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Posted by: Sunshine.5014

Sunshine.5014

I’d rather have them fix/buff weapon skills than buffing just Tempest.

Dagger

  • Water auto needs a damage buff
  • Earth auto needs more bleed. Right now Ele only has Burning since bleed on weapon skills has too few stacks
  • Churning Earth needs to have an option to detonate early by tapping on it again

Scepter

  • All the auto attacks need a buff, especially the Air one

Warhorn

  • Lightning orb needs a huge buff on damage
  • Overall skill should cast faster with less aftercast animation

Staff

  • Restore the visual on Fireball
  • Air #2 needs a reduce on cast time, or make it instant cast with delayed activation.
  • Earth #2 needs to apply bleed every second
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Posted by: Outsider.6051

Outsider.6051

Tempest is fine. It’s used on the top teams of PvP and Raids. Can’t speak for WvW/GvG though, I suppose. But for the things that matter, it’s great.

just because people use it doesn’t mean that it’s fine or well designed… it just means that it’s not completely useless.

So true. Tempest doesn’t open up many new play-styles, it only offers aura healing + overloads for damage/extra auras.

Worst of all, it is SO NOT FUN to play. Sitting there lightning whipping 30% of the time, overloading 40% of the time, and occasionally using other skills. I can’t make clutch pvp plays by identifying an important target. You just rotate through your sustain and pump out those extra heals/auras/boons to your team in the process. Still tanky sustain, but with less mobility and damage for more support.

Tempest is usable, but not fun. It is not varied in the builds it opens up. It is not exciting. Still pigeon-holed with build choices.

I play it for now because its different, but it has me losing my desire to play ele or the game.

How true this statement is. I’ve been reading the wiki lately and read the description on tempest and it says tempest is for team support and constant pressure. I have to say it does live up to the description, tempest does deal constant damage even if it is lightning whipping most of the time. What I do find is that tempest pumps out a lot of support in teamfights. Sharing shock and magnetic aura is problematic for the enemy team, and i’ve found myself targetting the tempest in groups when i’m playing other classes. Ele could have been made more interesting with a burst spec. Tempest feels a lot like D/D 2.0. We just shifted boon generation from cantrips and attunement swaps to getting them from auras.

Edit:
If i’d change anything on the tempest, it’d be overloads. I’m no pro, just my 2 cents:

Fire:
– Larger aoe. Even with swiftness, a simple juke makes us miss. I only ever find use for it on might stacking during teamfights. Maybe more projectiles to shoot out? idk

Air:
- Am i the only one that feels OA is just air auto with vulnerability? Maybe give us more hits per second. Tooltip says interval is at .25s, but wiki says its actually .5s.

Water
- I find water heals lacking. Autoattacks can outdamage the pulse heal, and its pretty hard to use it of its locked out for 4s. Someone in this forum said maybe its better for OW to be instant. Maybe he’s right.

Earth
- I’m not sure about earth too. I rarely ever use it, as it locks out key focus skills. I feel like OE is what churning earth should have been, a mobile channeled attack that hits hard if you can pull it off. Maybe put churning earth’s damage on channel completion and finally rework churning earth.

(edited by Outsider.6051)

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Posted by: posthumecaver.6473

posthumecaver.6473

The thing is none build steorotype based power damage will work for Ele, even Scepter is not working, because we have 4 attunements Devs are fearing to put any sort of power coefficient to our attacks.

You want proof look to 100b or eviscerate, does ele has any attack that can dish 5K damage every 8s? anything close is 5K Firegrab if all the stars align and that is on 40s CD.

We deal our damage with burning and some power damage but guess what it is bloody hard to build burn pressure with Tempest, you have to go in xxxxxx deep in to deliver burning, if you go with D/F in, you commit, you can’t disengage and you die.

D/D can disengage but A/E/T is not tanky/sustain enough to play also.

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Posted by: nearlight.3064

nearlight.3064

The thing is none build steorotype based power damage will work for Ele, even Scepter is not working, because we have 4 attunements Devs are fearing to put any sort of power coefficient to our attacks.

You want proof look to 100b or eviscerate, does ele has any attack that can dish 5K damage every 8s? anything close is 5K Firegrab if all the stars align and that is on 40s CD.

We deal our damage with burning and some power damage but guess what it is bloody hard to build burn pressure with Tempest, you have to go in xxxxxx deep in to deliver burning, if you go with D/F in, you commit, you can’t disengage and you die.

D/D can disengage but A/E/T is not tanky/sustain enough to play also.

I think that’s balanced. Tempest has all the tools to really support, sustain, and turn a teamfight, provided that your teammates are competent. It’s fine that it lacks disengage, because you shouldn’t need it. Did people ever complain about bunker guards being too slow? No, because if you build a team to teamfight, you should be able to win teamfights and you won’t depend on the mobility as much. And right now, the meta is extremely teamfight oriented, and only condi reaper and overpowered scrapper/rev/dh can comfortably 1v1 anything in this meta.

A lot of you say that tempest isn’t fun for you. That’s fine. Fun is subjective. You’re allowed to believe what you want about the spec. Personally I find it fun, because I like the idea of aurashare. Tons of heals, tons of protection, and tons of cheesy shocking aura are amazing for teamfights. I’ve also been experimenting with warhorn builds and have found a few things that can work with a cele aurashare build, and it makes me happy. I need to do more testing though to iron out some details though.

Necromancer Main
Taking a break from GW2 to play various
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Posted by: dace.8019

dace.8019

From my PvE perspective, Tempest is weird. The traits aren’t great but they are servicable. The overloads are pretty good! The shouts are sorely lacking. Wash the Pain Away! and Aftershock! are ok, I can accept them as they are.

Legendaries/Champions can one shot you from full or “safe” HP and you can’t hit Rebound! every time they wind up an attack. Sometimes you can read the situation and drop a Rebound! and it pays off greatly but that is rarer than everyone being downed acting as the first notification that It Just Got Real: it’s far too difficult just because combat is generally too unpredictable.

Do the guys around you have enough energy to dodge? No idea. Are they focussed on the boss winding up that attack? No idea. Will that last bit of the breakbar get depleted in time? No idea. When HP is plummeting you can place a bet on it but often Full to Downed is just too hard to see coming, and it happens a lot.

Ok, the skill forgives by dumping out an aura. Meh. When it works it feels amazing, despite the difficulties above, so I’m alright with it remaining as is – but it’s compensation needs to be stronger. How about an Aegis instead of an aura?

As for the remaining utilities(Eye of the Storm!, Feel the Burn!, Flash-Freeze!), I can’t even bring myself to get into why they’re so underwhelming.

(edited by dace.8019)

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Posted by: Xillllix.3485

Xillllix.3485

In the current power meta with heavy classes hitting for 8-12k+ at range the elementalist needs a serious damage buff.

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Posted by: nearlight.3064

nearlight.3064

In the current power meta with heavy classes hitting for 8-12k+ at range the elementalist needs a serious damage buff.

Or dragonhunter needs a serious damage nerf. Yeah, I’d rather have them nerf dragonhunter than buff tempest tbh.

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Posted by: posthumecaver.6473

posthumecaver.6473

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

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Posted by: nearlight.3064

nearlight.3064

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

Tempest fares well enough with reflects from mag aura, and you can pop armor or earth or focus 5 if you bring it. I’ve never felt that weak against a DH compared to when I play chronomancer that actually is very much countered by dragonhunter since it has a lot of unblockable CC.

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Posted by: ReaperJr.5967

ReaperJr.5967

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

Tempest fares well enough with reflects from mag aura, and you can pop armor or earth or focus 5 if you bring it. I’ve never felt that weak against a DH compared to when I play chronomancer that actually is very much countered by dragonhunter since it has a lot of unblockable CC.

I think the issue arrives when you are caught in an array of traps without obsidian focus (i.e. getting jumped with JI by a DH during a team fight). Unless you run armor of earth, even if traited, a measly stack of stability on overload wont save you. :/

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Posted by: UnbentMars.9126

UnbentMars.9126

To be fair, if you are expecting to do more damage than everyone else with a tempest, in its current iteration that’s not really going to happen though you will do 10k+ with fire dagger 3 in zerker.

Your best move for pure damage is Air overload. The Nimbus Cloud you drop at the end makes it so the lightning will strike anything in the area any time you or an ally hit something, so you are adding 3-4k damage to everyones hits which is HUGELY effective on the raid boss. Add the trait that resets Air attunement each time you crit, and switching back and forth from fire makes it so you can get a ton of air overloads very frequently.

Rev, Ele, Burnzerker
“Beware he who would deny you access to information,
for in his heart he dreams himself your master.”

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Posted by: nearlight.3064

nearlight.3064

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

Tempest fares well enough with reflects from mag aura, and you can pop armor or earth or focus 5 if you bring it. I’ve never felt that weak against a DH compared to when I play chronomancer that actually is very much countered by dragonhunter since it has a lot of unblockable CC.

I think the issue arrives when you are caught in an array of traps without obsidian focus (i.e. getting jumped with JI by a DH during a team fight). Unless you run armor of earth, even if traited, a measly stack of stability on overload wont save you. :/

Yeah, but let’s forget that being caught in that trap is generally a death sentence for most builds in the game, it’s hardly an elementalist specific weakness:

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Posted by: ReaperJr.5967

ReaperJr.5967

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

Tempest fares well enough with reflects from mag aura, and you can pop armor or earth or focus 5 if you bring it. I’ve never felt that weak against a DH compared to when I play chronomancer that actually is very much countered by dragonhunter since it has a lot of unblockable CC.

I think the issue arrives when you are caught in an array of traps without obsidian focus (i.e. getting jumped with JI by a DH during a team fight). Unless you run armor of earth, even if traited, a measly stack of stability on overload wont save you. :/

Yeah, but let’s forget that being caught in that trap is generally a death sentence for most builds in the game, it’s hardly an elementalist specific weakness:

True. But tempests are more susceptible to them due to lack of stability.

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

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Posted by: posthumecaver.6473

posthumecaver.6473

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

Tempest fares well enough with reflects from mag aura, and you can pop armor or earth or focus 5 if you bring it. I’ve never felt that weak against a DH compared to when I play chronomancer that actually is very much countered by dragonhunter since it has a lot of unblockable CC.

I think the issue arrives when you are caught in an array of traps without obsidian focus (i.e. getting jumped with JI by a DH during a team fight). Unless you run armor of earth, even if traited, a measly stack of stability on overload wont save you. :/

Yeah, but let’s forget that being caught in that trap is generally a death sentence for most builds in the game, it’s hardly an elementalist specific weakness:

My Reaper laughs to the traps

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Posted by: nearlight.3064

nearlight.3064

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

Tempest fares well enough with reflects from mag aura, and you can pop armor or earth or focus 5 if you bring it. I’ve never felt that weak against a DH compared to when I play chronomancer that actually is very much countered by dragonhunter since it has a lot of unblockable CC.

I think the issue arrives when you are caught in an array of traps without obsidian focus (i.e. getting jumped with JI by a DH during a team fight). Unless you run armor of earth, even if traited, a measly stack of stability on overload wont save you. :/

Yeah, but let’s forget that being caught in that trap is generally a death sentence for most builds in the game, it’s hardly an elementalist specific weakness:

My Reaper laughs to the traps

And I laugh at them too if I’m in earth with protection up (stone heart)

Necromancer Main
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Posted by: posthumecaver.6473

posthumecaver.6473

I try to run stoneheart but I don’t find a GM trait that works only for one attunement not useful….

And also when you are stuck on the earth, while so many people is pounding you, you don’t deal damage also.

At least, if you can keep the DS it works for all attunements….

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Posted by: StickerHappy.8052

StickerHappy.8052

Specially D/X variants are free food for DH, we have to be in melee range and we don’t have enough stability to get out of their traps.

Tempest fares well enough with reflects from mag aura, and you can pop armor or earth or focus 5 if you bring it. I’ve never felt that weak against a DH compared to when I play chronomancer that actually is very much countered by dragonhunter since it has a lot of unblockable CC.

Can you pm me your email ad so I can reply about the build? My forum account is still “being punished” and I can’t reply to your pm.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Sunshine.5014

Sunshine.5014

To be fair, if you are expecting to do more damage than everyone else with a tempest, in its current iteration that’s not really going to happen though you will do 10k+ with fire dagger 3 in zerker.

Your best move for pure damage is Air overload. The Nimbus Cloud you drop at the end makes it so the lightning will strike anything in the area any time you or an ally hit something, so you are adding 3-4k damage to everyones hits which is HUGELY effective on the raid boss. Add the trait that resets Air attunement each time you crit, and switching back and forth from fire makes it so you can get a ton of air overloads very frequently.

Please do not spread false information. The Air Overload just keep ticking every 1/2s after cast. It has nothing to do with receiving damage, and it doesn’t affect dps from allies.

Also, keep using Air Overload is a dps loss compare to start with Air, then camp staff fire/fire Overload.

Gray out the HP for future condition damage
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