Incentivize Offensive Overloads

Incentivize Offensive Overloads

in Elementalist

Posted by: Glenstorm.4059

Glenstorm.4059

Context: SPvP

The idea of Tempest being a support class (weighted toward bunkering because Invigorating Torrents and Elemental Bastion are pretty much the best options to take) runs counter to the devs’ goal of speeding up the game/reducing TTK.

I wish they would buff the offensive capabilities of the spec then, to incentivize using the offensive Overloads more. Undo the 10% Overload Air nerf (at least in PvP), and:

—Increase Overload Fire’s radius a bit.

—SPEED UP WARHORN SKILLS! Particularly Wildfire, Tidal Surge, Cyclone and Dust Storm. This promotes synergy with Lightning Rod and Tempestuous Aria: damage and team support through CC and Weakness.

—Make Harmonious Conduit give 2 stacks of Stability instead of 1 stack. CC spam is crazy currently, making it downright impossible to Overload safely at times.

—Add the following functionality to Lucid Singularity: Gain 10% damage for a short time after you break a stun (has an internal cool down.) OR Add the following functionality to Lucid Singularity: Reduces Overload recharge time by 5 seconds. This synergizes with Overloads.

—Normalize Hardy Conduit’s Protection to 4 seconds, which is how long each Overload takes to cast.

Thoughts?

Fear the might of SHATTERSTONE.

Incentivize Offensive Overloads

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Posted by: Somehow.4769

Somehow.4769

If the devs read your post, this is what they’ll do :

- Increase Fire’s OL radius by 5% but now every target that are to closest half of the outer limit of the OL will only take 50% of the dmg

- Wildfire is now faster, meaning that the fire cease sooner. Duration of wildfire reduced by 25%. Damage per second unchanged.

- Harmonious Conduit gives now 2 stacks of stability, but your OLs now stun you both when you start casting them and when the cast ends.

And so on, and so forth.

Incentivize Offensive Overloads

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Posted by: Glenstorm.4059

Glenstorm.4059

If the devs read your post, this is what they’ll do :

- Increase Fire’s OL radius by 5% but now every target that are to closest half of the outer limit of the OL will only take 50% of the dmg

- Wildfire is now faster, meaning that the fire cease sooner. Duration of wildfire reduced by 25%. Damage per second unchanged.

- Harmonious Conduit gives now 2 stacks of stability, but your OLs now stun you both when you start casting them and when the cast ends.

And so on, and so forth.

:(

I should clarify, by speeding up Wildfire, I mean just how long it takes for it to reach its full extent. I don’t want its total uptime to be reduced.

Fear the might of SHATTERSTONE.

Incentivize Offensive Overloads

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Posted by: Mik.4370

Mik.4370

Changing harmonious conduit to pulse 4x 1s stability might make it a bit more reliable to overload. Better yet, give the stability to one of the minors and make harmonious conduit add a stack of stability. Also, 4s of protection on overload seems reasonable.

Incentivize Offensive Overloads

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Posted by: OneKlicKill.4285

OneKlicKill.4285

Allow dodge while overloading, let’s get to the real root problem here we cant survive 5 seconds without a Dodge and with no active damage migration on our class at all even if we can get the cast off we still get eviscerated by any decent team. Make stability give an additional 20% damage reduction. Change how auras work,for some reason anet is dead set on these being our defense mechanisms give us a trait make them block each attack they trigger their effect on IE you don’t take damage on the attack that triggers the chill, stun, burn, (reflect can stay the same)

Pulsing stability on overload rather than one stack that doesn’t even last. There are so many issues that can be improved upon,

but let’s be honest we need a second elite spec and a dice roll that our next one will be a damage capable spec with hard migation built in. Our current elite is clearly ment to be a support forcing spec and because of that and the power creep brought with elite specs anything that isn’t support based will not be viable in pvp. And because they are trying to remove support bunkers our class will not be viable (unless they make class specific amulets in spvp and ours give us more base vitality/healing/toughness)

Please skill/trait split and give control to the PvP team. Karl is fucking killing us