The problem with overloads right now is that a competent D/X ele will put out more AOE damage, AOE burning, AOE healing, AOE protection, AOE might, and AOE swiftness going through the default rotations than using ANY of the overloads. In other words, it is almost never worthwhile to use the overloads in their current iteration.
For reference (in case any of the devs don’t play ele much), the “default” D/D celestial rotation is something like this: Fire3, Fire2, Fire5, Fire4, Earth-EA, Earth4, Earth3, Earth2 w/ animation cancel from Earth3-chain, Water3, [insert other water skills if additional healing or frost aura is needed], Air1 until fire is ready again. [For other hardcore ele players: Yes, there are other rotations, and yes you generally want to counter what your opponent is doing rather than repeating the same rotation constantly, but let’s keep it simple for now.]
Using this rotation, you can keep up ~15 might stacks for your team. You’ll get about 3k healing and an AOE condi cleanse every ~12-13s just from healing ripple + water-EA. You’ll also get another ~1.5k from soothing mist + regen. And you’ll keep up about 40% uptime on AOE protection and swiftness for your team. Keep this in mind, because this is what you’re potentially giving up to sit in one attunement for an extra ~5s to perform an “Overload” and then to lock yourself out of that attunement for ~12-20s (depending on traits). Also, keep in mind that when you’re going through your default ele rotations, you are able to dodge to avoid key attacks and can adjust on the fly to use other skills as needed. When you overload, you’re a sitting duck. The reward from doing an overload should also factor in this level of risk.
Now let’s compare the above to what each of the overloads gives you:
- The fire overload, as shown in the dev livestream, is barely enough to take out a heavy golem in a celestial build. In fact, the golem only died at the end because it stands in the residual inferno for the entire duration. That damage is frankly pathetic. However, the fact that this one is a whirl finisher gives it some redeeming potential. You could in theory stack up a ton of burn stacks if you stand right on top of someone in a fire field while channeling this. You could also leech a fair amount of life if you stood in a dark field on top of someone, etc.
- The air overload is a lower-damage version of the fire overload without the whirl effect. For a demonstration of it’s “devastating” damage potential, look at how well it performed in the livestream against Svanir. (Note that a cele build just using the default rotations would have killed Svanir before Karl got through his second overload attempt).
- The water overload heals for less than one water rotation. It potentially cleanses more condis, but you’ll be clearing fewer condis in the long run. It also leaves you vulnerable the whole time you’re channeling it, which means you will probably take even more damage than it heals.
- The earth overload has the longest (5s) channel of them all, but at least it comes with a break bar. The skill seems great on paper, but so far I think it’s only real use will be for kiting/fleeing.
It grants 1s pulsing protection during the channel, but your overall AOE protection uptime will actually be lower, b/c the overload locks you out of your earth attunement. The protection gain from using the skill is also offset by the fact that you won’t be able to dodge, so you’re kind of just a punching bag.
The earth overload also dramatically lowers your damage output since you’re just surfing around on a rock for 5s (which btw looks awesome).
None of these overloads are worth the risk/reward, and oftentimes they’re a net loss over the default rotation you’d be going through.
[Suggestions in next post]
(edited by ResJudicator.7916)