My Proposed Buffs To Warhorn

My Proposed Buffs To Warhorn

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Posted by: Poelala.2830

Poelala.2830

Fire:
Heat Sync: Cooldown is reduced to 15 seconds, and the chance of boon sharing applies to all boons
Wildfire: Cooldown reduced to 20 seconds, now pulses 2 burn and has a 20% chance to steal 1 boon per pulse

Water:
Tidal Surge: The player is now healed and receives a random boon on the knockback animation of the tidal surge as well as when completing the cast of it.
Water Globe: The healing is increased by 20% and the pulses have changed from 4 to 6, the interval is now .75 seconds.

Air:
Cyclone: The radius is 360 and the range is 900, is now modified to pull twice on each target instead of once.
Lightning Orb: Now applies Fury for 3 seconds, radius is 450 and damage is increased 50%.

Earth:
Dust Storm: The interval is now 1 second, and the bleed applied is 3

Warhorn, as a boon weapon should work more on boons than it currently does. With more buffs, it could actually see play for what it was designed for. As it stands, warhorn has 1 good skill. Sand Quall. It is the most unique skill tempest has to bring to the game, but with the lackluster design of warhorn as a whole, it sees nearly no use outside of the trait “Imbued Melodies” that automatically procs it. I also thought that sustain buffs to warhorn would be necessary for build diversity because if you’re running a glassy boon build, with warhorn’s slow animations and long cast times and flashy skills with small aoes that make you vulnerable, you’re definitely going to die. Now, if the skills actually healed you and helped you a bit more, then there’d be a strong reason to run them. The buffs I chose for Wildfire are that way because Wildfire can be absolutely ignored unlike skills like warrior’s primal burst, Scorched earth, if you ignore it you’re going to regret it later. Even though they look very similar, Scorched earth is better in literally every aspect there is to account for when you trait for primal burst cooldown reduction. Mainly, the reason why I chose these buffs is warhorn is incredibly flashy and amazing yet half of the skills can simply be ignored on the battlefield, and it’s one of the more underwhelming elite spec weapons because of that reason. Mesmer’s shield, amazing in design, very strong, just wonderful. Dragonhunter’s Longbow? Glorious. Revenants shield? Great. Scrapper’s hammer? A bit overtuned, and spectacular because of it. Thief’s staff? Highest skill cap in the game. Ele’s warhorn? …Ele has a warhorn?

(edited by Poelala.2830)

My Proposed Buffs To Warhorn

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Posted by: Jski.6180

Jski.6180

I think the GM for WH needs to be more then boon duration it needs to add more targets to its effect say +2 so WH would work on 7 ppl or targets making WH the true aoe support tool.

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

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Posted by: Abelisk.4527

Abelisk.4527

I thought Tidal Surge already heals you

My Proposed Buffs To Warhorn

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Posted by: Poelala.2830

Poelala.2830

I thought Tidal Surge already heals you

My buff will make it heal you twice if you’re still in the wave when it blasts.

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Posted by: Xillllix.3485

Xillllix.3485

lol Warhorn. We all knew it would be kitten even before trying it.

They could buff all the skill damage by 50% and it would still suck because the animations are slow, the synergy is bad (with traits and between skills) and the design is just all around terrible for the class.

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Posted by: Abelisk.4527

Abelisk.4527

lol Warhorn. We all knew it would be kitten even before trying it.

They could buff all the skill damage by 50% and it would still suck because the animations are slow, the synergy is bad (with traits and between skills) and the design is just all around terrible for the class.

I’ll defend the warhorn because it excels at support. While it loses an invuln, its healing and protection benefits as well as might share is unrivaled. The skills take from 1/4 seconds to 1 second to cast which is very small gap to get CC’d though it happens in groupfights. This is why one should stay at the backend of the allies side rather than the enemy.

Since everyone avoids Tidal Surge (lowest cast time), you can use it as a shield to cast more skills. And not only Tidal Surge, Air Overload is another mean shield to use. And BTW, you’ll be surprised how many people get affected by Tidal Surge. On points where things look tense, the skill can do heavy knockback in a radial manner, and on points like the Clock Tower from Khylo, you can push people off the point itself (happens all the time). The fact it doesn’t land is just a myth used by people who 1v1 in WvW or servers, and its true damage comes to points in PvP, or groupfights in WvW.

Air 4 is also underrated. It helps me a lot to CC enemies in a pinch. It’s fairly fast travelling and unexpected. It doesn’t require a target. Additionally, it pulls enemies into a line, allowing you and your team to cleave forward through them all.

Tidal Surge and Water Bubble are all regeneration bots. They synergize with Cleansing Water extremely well.

Dust Storm and Wildfire are passive fields. Wildfire also happens to be a fire field (aka Might proc). It’s a buffed variant of focus’s fire 4 field (at the cost of 2 Might stacks).

I’ve used the warhorn in upper-plat to legendary games already and never experienced an issue. Thieves with perfect headshot timing will probably kill you, so you should run around the thief to make it a lot harder to land a shot on you. If you feel like you’re getting unusually high focus, disengage and juke as best you can. The heals you have (if you know what they are) will replenish your HP very quickly. Just go back to the point and rekindle your team’s health.

I like running Rune of the Monk because of enhanced healing and outgoing healing. With Aquatic Benevolence, your allies receive 25% more heals than you do to yourself.

Most healing this season? Hmm… 1.1 million? Something over a million.

Heals are extremely important in teamfights as they increase the longetivity of your allies of course, and coupled with damage dealing, warhorn is a viable tool to helping maintain your team.

You could also sacrifice a healing sigil for a sigil of transference for even more extended outgoing healing, at the cost of some more healing utility.

And with that message, I feel like people don’t give warhorn a chance. I’m one of the very lucky few who stuck with the weapon because the mechanics felt interesting, and now I’ve developed a unique situational feel with it. I love it! Unfortunately this means I can’t play focus anymore since my twitch reactions / rotations are all screwed up.

(edited by Abelisk.4527)

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Posted by: cgMatt.5162

cgMatt.5162

Lightning Orb could use a 360 degree cast cone. I would like to be able to cast it backwards while kiting. Some cast time or projectile speeds could be reduced on other skills and Dust Storm is kind of hard to see.

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Posted by: Kir Sakar.3647

Kir Sakar.3647

And with that message, I feel like people don’t give warhorn a chance. I’m one of the very lucky few who stuck with the weapon because the mechanics felt interesting, and now I’ve developed a unique situational feel with it. I love it! Unfortunately this means I can’t play focus anymore since my twitch reactions / rotations are all screwed up.

Noob here, it’s my first ranked season and I just got into support ele mid-season because I like the support role as an alternative to my main class when my team lacks support.

I picked warhorn over focus because I knew the skills from playing D/Wh Ele a bit in PvE and liked the playstyle when combined with dagger (the moving water field with water 3 for example, which you can just let travel as an AOE heal through your allies without actually eating all the melee cleave). And I was encouraged by your posts about warhorn here. Now I only play in Bronze 3 (EU) and don’t have the problem of getting focused too much in teamfights. I may give focus a try when I start dying too often when reaching a higher level.

So far I like warhorn very much and I feel that it does an excellent job at team support, especially against ranged professions with projectiles like Druids and DHs.

So please keep posting the warhorn tipps!

Charr Chronomancer | Asura Tempest | Charr Druid | Charr Guardian
(Seafarer’s Rest, EU)

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Posted by: Xillllix.3485

Xillllix.3485

Most healing this season? Hmm… 1.1 million? Something over a million.

Heals are extremely important in teamfights as they increase the longetivity of your allies of course, and coupled with damage dealing, warhorn is a viable tool to helping maintain your team.

Well it’s not the Warhorn doing the healing, it’s the auras and you can have those on any weapons. The elementalist used to be a class that could win fights, not just stay around and dance like a monkey to buff other classes.

It’s a shame what they’ve done to this class, a game that wasn’t even supposed to have a trinity system to start with.

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Posted by: Abelisk.4527

Abelisk.4527

Most healing this season? Hmm… 1.1 million? Something over a million.

Heals are extremely important in teamfights as they increase the longetivity of your allies of course, and coupled with damage dealing, warhorn is a viable tool to helping maintain your team.

Well it’s not the Warhorn doing the healing, it’s the auras and you can have those on any weapons. The elementalist used to be a class that could win fights, not just stay around and dance like a monkey to buff other classes.

It’s a shame what they’ve done to this class, a game that wasn’t even supposed to have a trinity system to start with.

Here’s an experiment. Run Mender / Magi, get yourself down to half health, and then use warhorn water 4. Then use warhorn water 5, and then dagger water 3 in the water 5 field. Quickly swap to earth and cast warhorn earth 4 in the field as well. That alone heals considerable health.

And your skills don’t only work on the water field. Enemy blast finishers as well as ally finishers work too, which can be extremely powerful by restoring a team’s health up to 100% rather quickly.

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Posted by: Mr Godlike.6098

Mr Godlike.6098

Warhorn is bad because focus exists. There is no reason to limit survival on already fragile class.

Was depressed ele…now depressed druid
Kawaleria (KW)

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Posted by: Excelvior.8520

Excelvior.8520

And your skills don’t only work on the water field. Enemy blast finishers as well as ally finishers work too, which can be extremely powerful by restoring a team’s health up to 100% rather quickly.

wait, what??

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Posted by: Xillllix.3485

Xillllix.3485

I don’t want to heal my team to 100% honestly, they can dodge and heal themselves as the game isn’t supposed to have a trinity system. I just want a cool class to play and Warhorn isn’t cool.

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Posted by: Abelisk.4527

Abelisk.4527

I don’t want to heal my team to 100% honestly, they can dodge and heal themselves as the game isn’t supposed to have a trinity system. I just want a cool class to play and Warhorn isn’t cool.

“Dodge and heal themselves” you see, that’s the thing. The meta for all 5 seasons has always been damage, damage, damage (hell, even your post implies that fact)

Because of this, teammates are super glassy and die so fast that support is, well, a must in our current meta.

I love the way warhorn plays… it uses a lot of camera turning / jukes, positioning, and supports a lot of comboing. It focus more on group offense / support, while focus is single target oppression.

It’s up to everyone to choose between focus / warhorn, but if you play proficiently in warhorn I can guarantee you that it’s an excellent choice for support. Now, I’m not sure how it handles damage builds since focus definitely works in there.