Idea for remodeled overloads

Idea for remodeled overloads

in Elementalist

Posted by: Scooter.8012

Scooter.8012

Hello

When i think of overloading, i think of an explosion. So an idea to remove the channel to each of the overloads, make them a 2-3 sec cast, explosion like the revenant (shiro) or reaper elite for each of the attunements. Either change to Control and damage enemys, or to purely support your allies with specific boons, and/or debuff enemies.

Attunement overloads: as enemy control and damage
Fire: after the cast Burn enemies and fear up to 5 enemies around the player.
Water: Freeze enemies around the Player, and chill for a few seconds after freeze
Air: Stun and weaken enemies around player.
Earth: Encase enemies around player in Stone, and Cripple

Attunement overloads: as ally support
Fire: apply stacks of might, and increase base power and condition damage to up to 5 allies in radius
Water: Heal and apply regeneration, increasing base Vitality and Healing power of allies
Air: apply quickness and swiftness, increasing Precision and Ferocity of allies
Earth: apply Protection and stability, increasing Toughness and condition duration (on player) of allies

These are just some thoughts of mine to possibly improve the style of these for the Ele. Mabye make each of these a higher Cooldown if to strong (particularly the enemy control and damage ones).

Im not trying to step on anets, i just want to see something good come out of out tempest that might suit better for PVP, PVE and WVW. Any other ideas towards this would be appreciated and ideas to change it.

(edited by Scooter.8012)

Idea for remodeled overloads

in Elementalist

Posted by: scerevisiae.1972

scerevisiae.1972

When i think of tempest, I think aoe storms/fields, traveling across the battlefield, wreaking havoc. Ie something you cast at point blank range but then travels forwards in a line.

downed state is bad for PVP

(edited by scerevisiae.1972)