My version of the Tempest
New Mechanic: initiative
Since the Tempest stays in a single attunement for an extended period of time. They will not have enough abilities for them to last an entire encounter. All of the tempest’s weapon abilities will have NO COOLDOWN – except for obsidian flesh, shocking aura, whirling wind, earthquake, gale, magnetic wave which will have a small cool down of 5 – 10 seconds. ALL of the tempest’s weapon abilities (except skill #1) will use initiative.
The Tempest can store up to a maximum of 20 initiatives, but will only start the fight with 10. Additional initiative can be gained by using the “1” skill of each weapon set. After using 20 initiative, the Tempest will enter a charged state, gaining additional initiatives per second. After using 30 initiatives, the Tempest will enter an overload state, surrounding them with a storm of their respective elements (like ANET’s version but stronger) and certain weapon skills will be empowered.
Switching to another attunement will cause ALL other attunements to enter a 20 second cool down, the tempest will lose the charged state/overload state and return to 10 initiative. So this discourages the Tempest from attunement dancing unless they desperately needed extra damage to finish a person off or cast water spell to save their life.
Empowered Abilities
*Main Dagger:
*Dragon’s Claw: gain an additional projectile
*Drake’s Breath: each second of channel will remove a boon
*Burning Speed: hitting a target will grant swiftness
*Vapor Blade: decrease cast time by 50%
*Cone of Cold: heals for 50% of damage on chilled targets
*Frozen Burst: leave a small ice field at burst location (5 second internal cooldown)
*Lightning Whip: Increase damage by 15%
*Lightning Touch: Evades for a short period when casted
*Impale: enemies hit will be crippled for 1s .
*Magnetic Grasp: Magnetic Leap will daze the target.
*Off Dagger:
*Fire Grab: Increase width by 25%
*Cleansing Wave: deals minor damage and remove a single boon from enemy nearby
*Ride the lightning: deals more damage the more distance you traveled during the skill
*Churning Earth: enemies hit by the blast of churning earth will be knocked down
*Will do Focus and Scepter later. Notice I left out some skills because I feel like those skills are already in a good place.
New Weapon: Sword.
The Tempest will gain sword as a new weapon but loses the ability to equip a staff. Staff gives elementalist a “wizard” feel, which is the counterpart of the aggressive fighter tempest.
Sword Skills:
Fire:
1: Fan the Flames: (1) Fan the Flames: swing the sword to 1 side dealing X amount of damage. (2) Consuming flames: swing the sword to the other side dealing Y amount of damage and grants initiative (3) Devouring Flames: a slow frontal arc that deals higher damage than the first two swings and grants initiative. This is similar to a warrior’s hammer, where if you want to avoid the most damage you have to avoid the third swing
2: Inferno Furnace: (1) Inferno Furnace: deal small damage over time to targets around you. After 4 seconds, you will detonate for a large amount of damage and burning while destroying projectiles. (2) Inferno Blast: detonate the inferno prematurely but deal significantly less damage.
3: Firestorm’s Reach: leap forward and strike the target for mediocre damage and applying 2s of weakness to the enemy.
Water:
1: Torrent: Stab the ground with your sword, Water blades will rise from under the foe and allies to damage and heal (a little amount) respectively, gaining initiative.
2: Flash Freeze: Damage the target for X amount of damage. Casting this ability three times will cause your next Torrent to deal 100% more damage to foes and 300% more healing to allies
3: Unrelenting Tide: Unleash a flood of water at a location that knocks back enemies and leaves a water field.
Air:
1: Storm Bolt: (1) storm bolt: does a short distance lightning flash towards the enemy and stab for X amount of damage (2) Lightning Rend: slash foe for Y amount of damage and gain initiative. (3) Shifting Storm: Slash the foe for Z amount of damage while evading during the animation, gain initiative.
2: Electric Essences: (1) Electric Essences: imbue your next attack with electricity, gaining electric essence; causes your next attack to deal extra X amount of damage, daze the target. (2) Fork Lightning: unleash a volley of electricity in front of the Tempest after a small cast time, dealing Y amount of damage, consuming the electric charge, and dazes all enemies hit by this attack. Activating Fork Lightning costs extra initiative.
3: Fury of the Storm: The tempest lightning flashes towards their target to slash their target for X amount of damage, then slash nearby random enemies for 4 additional flashes – for a total of 5 flashes. The first and last flash will always hit the same enemy. Consecutive strikes on the same target will dramatically reduce damage. The Tempest gains evasion during this skill.
Earth:
1: Can’t think of anything that have a natural disaster related name that isn’t taken.
2: Roaring Tremor: the Tempest impale the ground with their sword, creating a Tremor under their feet that pulses 5 times, dealing X damage of damage and apply cripple each pulse.
3. Earth Prison: surround target with a ring of rocks, lasting 3 seconds, that prevents the enemy from passing. Can be destroyed with one attack. When enemies destroy the ring, it explodes applying 2 stack of bleed and 2 seconds of weakness in the area.
Utilities
The shouts that ANET have are pretty good effect, but it would be better if they put those skills in another category or have better names.
Elite:
Elemental Ascension: After a short cast time, the Tempest immediately enter Overload state. 180 second cool down. This elite will be useful for situation where the Tempest want to switch to another attunement but doesn’t want to lose momentum of losing imitative and the previous overloaded attunement.
Thoughts and opinions?