Here is a thought that crossed my mind after the BWE1:
I think one reason the Tempest really does not feel like it brings a new play style is that, in order to really change how we play the elementalist, its going to need things that actually give us a reason to stick to a single attunement rather than swapping as frequently as possible.
I think one the biggest issues with remaining in a single attunement is that the elementalist’s power on every weapon set is heavily shifted toward the 2-5 skills, while their auto-attacks are generally quite poor. Couple this with the generally quite high cool downs on the 2-5 skills, and there is little wonder why regular swapping, particularly in PvP, is considered the most optimal strategy.
Here is an idea that would provide an incentive to staying in a single attunement, and maybe creating even more builds outside of Fire/staff that have some merit in camping a single attunement.
Channeling the Overcharge would create a new Auto-Attack Sword chain for every weapon’s 1 skill. This chain would be slightly overtuned, but would only last for a set duration that is based on how long you channeled the Overcharge.
Imagine if all of the Overcharges were normalized to a 4 second Channel, with each second of the channel giving you 5 seconds access to the conjured Sword auto attack. This would allow, on a full channel, for the Tempest to attack with their enhanced auto-attack chain for up to 20 seconds. Switching attunements or using weapon swap would cancel these early, if for example you need to switch back to a ranger auto attack for some content.
Further more, the final strike of each Auto-attack chain could reduce the recharge timers for the 2-5 skills of their attunement. This means that, for example, if you are a supportive Healing themed elementalist, you could camp water and attempt to get as many Water Blade attack chains completed to refresh your other Water attunement skills that you’ve already used.
The combination of taking, for example, the “Aquamancer’s Training” trait plus using Overcharge Water, a staff elementalist could quickly recover the cool down of Healing Rain from a base of 45 seconds down to a potential 30 seconds that is reduced by 2 seconds further each time they complete the auto chain. If the chains finish similar to the Warrior/Mesmer sword chains, it would happen roughly once per 1.5 seconds, if the Tempest can maintain constant melee combat and full 20s uptime on their Water Blade, this could allow faster access to Healing Rain.
Similarly, Meteor Shower would also go from a base of 30s down to 20s, which could be made available very quickly with the auto chain. There would likely need to be some stipulation for Lava Font to only allow one in play at a given time, as the chain could potentially result in double lava fonts.
Here are some ideas to get the ball rolling. They are intentionally over-tuned due to the time-limited nature of the overcharge mechanic, so they should appear stronger than traditional auto attacks by a large margin:
Overcharge Fire: 4 second Channel, full mobility, stacks 2 Might per second, deals rather good aoe damage in 240 radius
(Damage comparable to 80% of the damage that staff auto + lavafont deals, since we would be mobile and that is a stationary damage tool).
For each second that Overcharge Fire was channeled, you gain the following auto-attack chain for 5 seconds:
Flaming Slash – 1/2 second activation, 3 target cleave, applies 2s burning, and deals decent damage (better than Fireball/Lightning Whips’ sustained damage)
Searing Slash – 1/2 second activation, 3 target cleave, applies 2s burning, and deals decent damage (better than Fireball/Lightning Whips’ sustained damage)
Pyromancer’s Prominence – 1/2 second activation, 3 target cleave, applies 2s burning, and deals decent damage (better than Fireball//Lightning Whips’ sustained damage) and applies 3 stacks of Might to allies in a 600 radius for 15 seconds. Reduce the cool-down of Fire Attunement abilities by 2 seconds.
This attack chain would deal more damage than using Fireball, would be applicable for condi burning builds, and would also work well for supportive might stacking builds. The catch is, the duration that you would be able to sustain this auto attack is based on how long you channeled the Overcharge. On a full overcharge, you could maintain it for a duration that matches the full cool down of an un-traited overcharge.
Overcharge Earth: 4 second Channel, full mobility, stack 1 Protection for 3 seconds per second, deals moderate aoe damage in 240 radius
(Damage comparable to 60% of the damage that staff auto + lavafont deals) and pulses 2s Cripple each second to nearby foes, ending with a Blast finisher and 3s Immobilize. Has break bar during channel.
For each second that Overcharge Earth was channeled, you gain the following auto-attack chain for 5 seconds:
Stone Slash – 1/2 second activation, 3 target cleave, applies 2 stacks of 8s Bleeding, applies 2 seconds Weakness, and deals moderate damage (on par with Fireball/Lightning Whips’ sustained damage)
Eroding Slash – 1/2 second activation, 3 target cleave, applies 2 stacks of 8s Bleeding, applies 2 seconds Weakness, and deals moderate damage (on par with Fireball/Lightning Whips’ sustained damage)
Geomancer’s Resolve – 1/2 second activation, 3 target cleave, applies 2 stacks of 8s Bleeding, applies 2 seconds Weakness, and deals moderate damage (on par with Fireball/Lightning Whips’ sustained damage) and applies Protection to allies in a 600 radius for 4 seconds. Reduce the cool-down of Earth Attunement abilities by 2 seconds.
This attack chain would deal good long term sustained Condi damage via bleed stacking and would have a very good upkeep of Weakness and Protection, working for the earth attrition play style.
Overcharge Water: 4 second Channel, full mobility, remove 1 Condition and heal for X amount each second, deals moderate aoe damage and applies 2 Chill per second in 240 radius. Ends with large Heal to self and allies in range.
(Damage comparable to 60% of the damage that staff auto + lavafont deals) and pulses
For each second that Overcharge Water was channeled, you gain the following auto-attack chain for 5 seconds:
Vapor Slash – 1/2 second activation, 3 target cleave, applies 3 stacks of 15s Vulnerability, Heals allies based on the damage dealt and based on Healing Power, and deals moderate damage (on par with Fireball/Lightning Whips’ sustained damage)
Water Slash – 1/2 second activation, 3 target cleave, applies 3 stacks of 15s Vulnerability, Heals allies based on the damage dealt and based on Healing Power, and deals moderate damage (on par with Fireball/Lightning Whips’ sustained damage)
Hydromancer’s Frost Finale -1/2 second activation, 3 target cleave, applies 3 stacks of 15s Vulnerability, Heals allies based on the damage dealt and based on Healing Power, and deals moderate damage (on par with Fireball/Lightning Whips’ sustained damage) and applies 3s Chill to foes, while also removing 2 conditions from allies in a 600 radius. Reduces the cool-down of Water Attunement abilities by 2 seconds.
This attack chain would deal good long term sustained damage while pulling in some good work of keeping allies healthy, foe’s vulnerable, and removing condis and keeping Chill up. Even in builds with little or no healing power, it would still be able to provide some decent sustained healing in melee range, but would truly shine in builds that combine offensive stats with healing power.
Overcharge Air: 4 second Channel, full mobility, stack 1 Fury and Swiftness for 3 seconds per second, deals heavy single target damage to random foes in a 240 radius
(Damage comparable to 120% of the damage that staff auto + lavafont deals) and pulses 2s Blind each time a foe is struck, ending with a 2 second Daze and leaving a storm cloud in the area that continues to use the overcharge for 5 seconds.
For each second that Overcharge Air was channeled, you gain the following auto-attack chain for 5 seconds:
Lightning Slash – 1/2 second activation, 3 target cleave, deals the initial hit then a second hit to a random foe in the area after a delay (125% of Fireball+Lavafont if foe is hit by both hits) and grants 2 seconds Swiftness to allies.
Gale Slash – 1/2 second activation, 3 target cleave, deals the initial hit then a second hit to a random foe in the area after a delay (125% of Fireball+Lavafont if foe is hit by both hits) and grants 2 seconds Swiftness to allies.
Aeromancer’s Tempest Strike – 1/2 second activation, 3 target cleave, deals the initial hit then a second hit to a random foe in the area after a delay (125% of Fireball+Lavafont if foe is hit by both hits) and grants 2 seconds Swiftness, Dazes foe for 1/2 second, and grants 5 seconds of Fury to allies.
This attack chain would be the highest sustained single target damage auto attack in the game, provided the target is isolated and hit by the delayed lightning strikes. It would have a high upkeep on Fury and Swiftness, allowing allies to keep up with mobile foes and keep the crits rolling in.