Lightning Orb, Rebound! and O'load Water

Lightning Orb, Rebound! and O'load Water

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Posted by: Humblekain.5418

Humblekain.5418

My thoughts to help improve Tempest via these skills:

Lightning Orb

Problem – difficult to utilise it’s maximum potential as you would have to overlap it’s trajectory with that of your target(s). In PvE this is difficult because your foes will be stationary, running directly for you or even leaping around wildly. In PvP, people can just move sideways or run through it, and the skill ends up having very little point control or damage impact.

Solution – make the skill ground targetable, even if it has to travel to that point first at it’s current velocity. This would allow the Tempest to stack the damage and vulnerability on foes at a particular spot, or discourage foes to enter a particular spot without meeting a lot of pain. If kept to a short range, it helps a lot with the frontliner concept that Tempest is pursuing in my opinion.

EDIT: Forgot to add that if it was made to be ground placed, then it would synergise wonderfully with warhorn 4 Cyclone, to pull targets back into it.

Rebound!

Problem – As the cast time and very low healing factor make it very impractical to use in most situations, it’s more of a glorified delayed aura on a 75s cooldown. This is underwhelming and does not impact play much at all.

Solution – As this elite can only be utilised if one is a Tempest, then it should be encouraged to be used by Tempests.

One of the things a Tempest benefits most from is stability – so how about we gave Rebound! stability, and removed the cast time? In a pinch we could then use this shout to defend ourselves whilst heavily exposed during an overload, and as the shout affects allies we could also offer team stability in a tight situation… which followed up with lovely things like invigorating torrents, would really make the elite feel elite.

The fact that this opens up reactive defense during overloads is huge because typically an elementalist’s defense is to dodge via high vigor uptime, and if we dodge during an overload it is cancelled, undermining the Tempest due to the nature of the base elementalist.

Furthermore it gives the elementalist access to utility stability aside from armor of earth, via a shout, thereby increasing synergy with invigorating torrents and other baseline aura synergy traits in the non-tempest trait lines.

Overload Water

Problem – no lingering effect once the channel is finished, unlike the other 3 overloads.

I appreciate this may be a balance and design choice however as a player I feel it is very disjointed from the other three overloads, causing it to function like ‘something is missing’.

Solution – add a lingering effect of some kind. One simple suggestion would be to add a delayed effect, such as x seconds after the overload finishes the ground will erupt with water (like Cleansing Wave) for further healing and 1 more condi removal.

Just my ideas as a player, would be interesting to hear other peoples’ thoughts and views.

Also… obligatory request for Heat Sync to actually share any boons!

(edited by Humblekain.5418)

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Posted by: Axialbloom.8109

Axialbloom.8109

They patched Heat Sync to share Might and Fury. Only. So warhorn basically sucks.

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Posted by: Humblekain.5418

Humblekain.5418

Oh, so that happened. Well in that case… please can we add back protection, swiftness, regeneration, vigor, retaliation and stability? I appreciate that quickness, aegis and resistance may be too much.

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Posted by: Iohanna.4863

Iohanna.4863

You probably won’t find anyone else more satisfied with the Tempest than I am, but I agree: Rebound is quite lackluster as an elite, and some stability on it would be nice. Even with all the aura synergy I have on my Tempest build, choosing between Rebound and Fiery Greatsword is a tough choice.

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

Lightning Orb should chain into a second skill that lets you teleport to your Lightning Orb, giving warhorn some much needed mobility.

Last of the Red Hot Swamis

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Posted by: Mirdave.2014

Mirdave.2014

Lightning Orb should chain into a second skill that lets you teleport to your Lightning Orb, giving warhorn some much needed mobility.

Absolutely this. Make it real.

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Posted by: Glenstorm.4059

Glenstorm.4059

-“Rebound!” really does need a buff to its healing; a flat 50% heal would be ideal, and would FEEL like a tide-turning elite skill should. Importantly, it also needs a better audiovisual cue when it triggers.

-I agree that Overload Water needs to have a lingering effect to normalize it with the other Overloads. I would suggest that it leave behind a water field with a Geyser or Healing Spring animation (Water field+pulsing its Overload effects as usual.) I really think it wouldn’t be OP, given we’re locked out of Water Attunement afterwards.

Fear the might of SHATTERSTONE.

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Posted by: lucadiro.4519

lucadiro.4519

Lightning Orb should chain into a second skill that lets you teleport to your Lightning Orb, giving warhorn some much needed mobility.

^ yes please

Parabrezza

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Posted by: Jski.6180

Jski.6180

I think WH 4 water need to be a “ride the wave” type of attk on the lines of 800 or 500 dash like attk.

Lighting orb needs to apear at a set Paoe that hold the ranges you cast and moves along with you or make it appear on you and simply use you as the center of the lighting orb effect.
Rebound is a good effect as is but i would like to see the aura still go off even if its triggered.
Water overload needs to be a water field or frost field other then that it fills a roll it should be only for healing / support.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA