All Professions Level 80
Overload Water - Safety bubble
All Professions Level 80
Eh, IMO, they just need to hangs the swiftness gained when overcharging to 2 stacks of stability for 4 seconds at the start of the cast and swap it with the protection trait. I feel like that’s go a long ways of making it worth using the skills.
I’m not sure a pure invulnerability is totally necessary… I guess it depends, but I think tempest could potentially be tanky enough to not need that.
Warlord Sikari (80 Scrapper)
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.
IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
Then dont overload? Something i cant seem to get my head arone this is why ppl seem to think they need to overload at all times that they can. You lose nothing from not overloading but its nice to have the abitly to do so if you chose. If any thing ele stander class is at a major disadvantages now that they do not even have the chose to overload with out realty getting any thing over the tempest class other then an added line unless you can build tempest line as if it was say earth (tempest line to me seems more like the earth line then any other i run earth fire air a lot so it could become tempest line fire air and i could still run a staff and no shouts at all and i lose nothing for doing so).
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
Then dont overload? Something i cant seem to get my head arone this is why ppl seem to think they need to overload at all times that they can. You lose nothing from not overloading but its nice to have the abitly to do so if you chose. If any thing ele stander class is at a major disadvantages now that they do not even have the chose to overload with out realty getting any thing over the tempest class other then an added line unless you can build tempest line as if it was say earth (tempest line to me seems more like the earth line then any other i run earth fire air a lot so it could become tempest line fire air and i could still run a staff and no shouts at all and i lose nothing for doing so).
Because Overloading is pretty much always worse than not Overloading. There’s pretty much no situation where Overloading is better than not right now.
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
Then dont overload? Something i cant seem to get my head arone this is why ppl seem to think they need to overload at all times that they can. You lose nothing from not overloading but its nice to have the abitly to do so if you chose. If any thing ele stander class is at a major disadvantages now that they do not even have the chose to overload with out realty getting any thing over the tempest class other then an added line unless you can build tempest line as if it was say earth (tempest line to me seems more like the earth line then any other i run earth fire air a lot so it could become tempest line fire air and i could still run a staff and no shouts at all and i lose nothing for doing so).
Because Overloading is pretty much always worse than not Overloading. There’s pretty much no situation where Overloading is better than not right now.
IDK, Fresh Air + giving yourself a 5 second static aura every single time you do it is kind of a neat perk. Hits hard too while you channel it.
Warlord Sikari (80 Scrapper)
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
Then dont overload? Something i cant seem to get my head arone this is why ppl seem to think they need to overload at all times that they can. You lose nothing from not overloading but its nice to have the abitly to do so if you chose. If any thing ele stander class is at a major disadvantages now that they do not even have the chose to overload with out realty getting any thing over the tempest class other then an added line unless you can build tempest line as if it was say earth (tempest line to me seems more like the earth line then any other i run earth fire air a lot so it could become tempest line fire air and i could still run a staff and no shouts at all and i lose nothing for doing so).
Because Overloading is pretty much always worse than not Overloading. There’s pretty much no situation where Overloading is better than not right now.
IDK, Fresh Air + giving yourself a 5 second static aura every single time you do it is kind of a neat perk. Hits hard too while you channel it.
Does it hit hard? 240 Radius, 4s cast time after you stay in Air for a while and you need to finish the channel? It might be viable damage, but is it stronger than just playing D/F Fresh Air as it is right now? I’m rather doubtful.
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
Then dont overload? Something i cant seem to get my head arone this is why ppl seem to think they need to overload at all times that they can. You lose nothing from not overloading but its nice to have the abitly to do so if you chose. If any thing ele stander class is at a major disadvantages now that they do not even have the chose to overload with out realty getting any thing over the tempest class other then an added line unless you can build tempest line as if it was say earth (tempest line to me seems more like the earth line then any other i run earth fire air a lot so it could become tempest line fire air and i could still run a staff and no shouts at all and i lose nothing for doing so).
Because Overloading is pretty much always worse than not Overloading. There’s pretty much no situation where Overloading is better than not right now.
IDK, Fresh Air + giving yourself a 5 second static aura every single time you do it is kind of a neat perk. Hits hard too while you channel it.
Does it hit hard? 240 Radius, 4s cast time after you stay in Air for a while and you need to finish the channel? It might be viable damage, but is it stronger than just playing D/F Fresh Air as it is right now? I’m rather doubtful.
Why not run fresh air in staff and get the aura effect letting a staff ele have near endless shocking aura perma fury and swiftness. There a lot more to overloads then you seem to want to admit.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
Then dont overload? Something i cant seem to get my head arone this is why ppl seem to think they need to overload at all times that they can. You lose nothing from not overloading but its nice to have the abitly to do so if you chose. If any thing ele stander class is at a major disadvantages now that they do not even have the chose to overload with out realty getting any thing over the tempest class other then an added line unless you can build tempest line as if it was say earth (tempest line to me seems more like the earth line then any other i run earth fire air a lot so it could become tempest line fire air and i could still run a staff and no shouts at all and i lose nothing for doing so).
Because Overloading is pretty much always worse than not Overloading. There’s pretty much no situation where Overloading is better than not right now.
IDK, Fresh Air + giving yourself a 5 second static aura every single time you do it is kind of a neat perk. Hits hard too while you channel it.
Does it hit hard? 240 Radius, 4s cast time after you stay in Air for a while and you need to finish the channel? It might be viable damage, but is it stronger than just playing D/F Fresh Air as it is right now? I’m rather doubtful.
Why not run fresh air in staff and get the aura effect letting a staff ele have near endless shocking aura perma fury and swiftness. There a lot more to overloads then you seem to want to admit.
Because it takes time to be able to use Overload, then you need to finish the cast to get the Aura which gives you a few seconds of Fury and Swiftness? Maybe if the Aura was applied On-Cast rather than after.
It’s not that I think that Overloads are worthless; they just seem weaker than what we can do already. A slightly stronger Auramancer(that doesn’t even need to bother using Overloads to do so and thus doesn’t have to take any risk) isn’t what I expected from Tempest.
The heal on Water Overcharge is just pathetic.
It needs to be worth locking you out of Water for 20s. Maybe make the Heal bigger and make it give you some Resistance at the end.IF you swap out of water right after you overcharges. The overcharges it self dose not swap you out of the atument you use it in it just puts the atument on cd as if you just swaped out from it all be it longer but you can still sit in water when its on cd like that.
That’s the issue. It’s not that I’m forced out, I’m probably gonna switch out immediately anyway, the problem is that it’s a huge CD and that’s where most of your Healing is. You generally don’t wanna camp Water at all; you wanna switch in, use your Heals, and switch out.
Then dont overload? Something i cant seem to get my head arone this is why ppl seem to think they need to overload at all times that they can. You lose nothing from not overloading but its nice to have the abitly to do so if you chose. If any thing ele stander class is at a major disadvantages now that they do not even have the chose to overload with out realty getting any thing over the tempest class other then an added line unless you can build tempest line as if it was say earth (tempest line to me seems more like the earth line then any other i run earth fire air a lot so it could become tempest line fire air and i could still run a staff and no shouts at all and i lose nothing for doing so).
Because Overloading is pretty much always worse than not Overloading. There’s pretty much no situation where Overloading is better than not right now.
IDK, Fresh Air + giving yourself a 5 second static aura every single time you do it is kind of a neat perk. Hits hard too while you channel it.
Does it hit hard? 240 Radius, 4s cast time after you stay in Air for a while and you need to finish the channel? It might be viable damage, but is it stronger than just playing D/F Fresh Air as it is right now? I’m rather doubtful.
Why not run fresh air in staff and get the aura effect letting a staff ele have near endless shocking aura perma fury and swiftness. There a lot more to overloads then you seem to want to admit.
Because it takes time to be able to use Overload, then you need to finish the cast to get the Aura which gives you a few seconds of Fury and Swiftness? Maybe if the Aura was applied On-Cast rather than after.
It’s not that I think that Overloads are worthless; they just seem weaker than what we can do already. A slightly stronger Auramancer(that doesn’t even need to bother using Overloads to do so and thus doesn’t have to take any risk) isn’t what I expected from Tempest.
I don’t disagree that the overloads are on the weaker side, but the effects of the overload don’t just occur upon completion, the fire tornado is pushing out damage and burns during the channel, the water bubble is removing condis the whole time, the lightning storm is already striking foes, earth is crippling and damaging foes while you channel. I’d imagine, if you’re focused on supreme efficiency, you can simply overload only the effects you need or synergize with your build or goals. I think one aspect is, despite having some effects that are possible in other ways for other builds is that, this spec doesn’t really take much away so you can stack or spread more of what you have.
You can basically specialize at something if you can manage to channel the overload. But that said, some of the effects, I feel could be boosted in some fashion to make their effects even more prominent. The sacrifice isn’t the problem, it’s what that sacrifice can mean for the next 8+sec of the battle.