Satisfied with overloads?

Satisfied with overloads?

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Posted by: Yashuoa.9527

Yashuoa.9527

Are people satisfied with the way overload works?

I would like to see that we could press something to defend ourselfs while overloading for 4 seconds, besides instant spells with no animation.

At least being able to use dodge while the overload continues would be helpful,
because 4 seconds of not being able to defend yourself properly is a long time.

In earth we can press Obsidian flesh if that one is not on cooldown (and you play with focus). That is something useful to do while overloading, but earth is already the most defensive with its extra stability.
Air has shocking aura, which helps a bit (from the focus weapon as well),

but in general we lack being able to defend ourselfs properly while overloading.
A duration of 4 seconds (the overload channel) while not being able to defend yourself properly is a long time.

EDIT:

How about the following additions to the overloads?

Fire overload=Blind enemies within x radius.

Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Water overload changed to be useable after 1 second in the overload, compared to the other overloads who require 5 sec waittime.

Air overload=Put weakness on enemies within x radius.

Earth overload=Put slow on enemies within x radius.

What do you think of these additions to the overloads?

This would give them a bit of an extra defensive touch.

(edited by Yashuoa.9527)

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Posted by: Baest.4061

Baest.4061

u cant protect urself with staff fire 5, icebow3, dagger earth 5 neither
its just a timing issue: choose the right moment to overload
or trait it ;-)
i like it =D

Member of OTAN, roaming guild of WSR server

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Posted by: Yashuoa.9527

Yashuoa.9527

u cant protect urself with staff fire 5, icebow3, dagger earth 5 neither
its just a timing issue: choose the right moment to overload
or trait it ;-)
i like it =D

I have overload traited with stability if that is what you mean.

Although you have to be careful that someone doesnt boonstrip it.

On your overload you have 3 sec of protection (unless you extend it with an aura) during 4 seconds of overload, in which you cant use spells as mentioned, becoming a punching bag so to say.

But yeah true, choosing the right moment to overload is part of the survival.

(edited by Yashuoa.9527)

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Posted by: Wolfric.9380

Wolfric.9380

Learnign when to use which is it. I am sucsessful overloading. But if i try it blindly or by force i die …
I am fine with overloads. Just water gets no use :-(.

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Posted by: Yashuoa.9527

Yashuoa.9527

Learnign when to use which is it. I am sucsessful overloading. But if i try it blindly or by force i die …
I am fine with overloads. Just water gets no use :-(.

Maybe water should be useable sooner than 5 sec?
Like after 2 sec or sooner?

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Posted by: Wolfric.9380

Wolfric.9380

yes that is the problem. Wait time kills water overload. As imidiate rescue/heal option it would get great use.

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Posted by: Alekt.5803

Alekt.5803

Yes. I am satisfied about the Overloads. Though, Fire Overload could get a little extra something. Balance between Fire and Air overload damage is simply not there yet.

Alerie Despins

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Posted by: Sunshine.5014

Sunshine.5014

u cant protect urself with staff fire 5, icebow3, dagger earth 5 neither
its just a timing issue: choose the right moment to overload
or trait it ;-)
i like it =D

Meteor you can cast it at range and have a LF with you
Ice bow has like 1s cast time
Earth 5 sucks precisely because of the long cast time, and people hardly use it.

Air Overload is fine. Fire needs longer burn. Earth needs more bleeding. Water needs to give Invul during the Overload.

Gray out the HP for future condition damage
Already quit PvP. Just log in here and there to troll.

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Posted by: Laraley.7695

Laraley.7695

u cant protect urself with staff fire 5, icebow3, dagger earth 5 neither
its just a timing issue: choose the right moment to overload
or trait it ;-)
i like it =D

Meteor you can cast it at range and have a LF with you
Ice bow has like 1s cast time
Earth 5 sucks precisely because of the long cast time, and people hardly use it.

Air Overload is fine. Fire needs longer burn. Earth needs more bleeding. Water needs to give Invul during the Overload.

4 sec invuln on 20 sec cd? No ty.

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Posted by: Sunshine.5014

Sunshine.5014

u cant protect urself with staff fire 5, icebow3, dagger earth 5 neither
its just a timing issue: choose the right moment to overload
or trait it ;-)
i like it =D

Meteor you can cast it at range and have a LF with you
Ice bow has like 1s cast time
Earth 5 sucks precisely because of the long cast time, and people hardly use it.

Air Overload is fine. Fire needs longer burn. Earth needs more bleeding. Water needs to give Invul during the Overload.

4 sec invuln on 20 sec cd? No ty.

Engi has the same on a 16s cooldown? Also note that it’s not even on demand. You need to anticipate that you need an Invul 5s ahead of time. Then camp in water with no damage waiting for that moment.

Water Overload as it is right now is very weak. It heals for like 500 per second, and any auto attack can cut through that. Using Water Overload in a PvP fight is actually a net loss, and will make you die faster. It’s a 4 seconds of “interrupt and kill me” sign since it has nothing to make the enemy to back off. Air Overload is actually better for healing since it may make people to back off.

You may think that a 4s Invul with Water Overload is OP, but it’s not. It can’t even cleanse condi fast enough. A Reaper can surely apply more condi than 1 per second.

P.S: and it’s 25s cooldown, not 20s.

Gray out the HP for future condition damage
Already quit PvP. Just log in here and there to troll.

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Posted by: Yashuoa.9527

Yashuoa.9527

How about the following additions to the overloads?

Fire overload=Blind enemies within x radius.

Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Water overload changed to be useable after 1 second in the overload, compared to the other overloads who require 5 sec waittime.

Air overload=Put weakness on enemies within x radius.

Earth overload=Put slow on enemies within x radius.

What do you think of these additions to the overloads?

This would give them a bit of an extra defensive touch.

(edited by Yashuoa.9527)

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Posted by: BlackBeard.2873

BlackBeard.2873

u cant protect urself with staff fire 5, icebow3, dagger earth 5 neither
its just a timing issue: choose the right moment to overload
or trait it ;-)
i like it =D

Meteor you can cast it at range and have a LF with you
Ice bow has like 1s cast time
Earth 5 sucks precisely because of the long cast time, and people hardly use it.

Air Overload is fine. Fire needs longer burn. Earth needs more bleeding. Water needs to give Invul during the Overload.

Precisely this. Meteor shower has range, Ice bow also has some range plus shorter cast time, and churning earth is unusable 95% of the time (and usually only against bad players).

Air overload is fine b/c it actually has a very big aoe, that it is basically mid-range, and the extra damage proc + lingering storm are very significant.

Fire needs to be a larger area or reflect projectiles or something. It is currently only worth casting against stationary targets that already eat full lava fonts in pve.

Water overload is 100% useless outside of pve situations where you can hide in a corner and heal yourself for a second (although your regular heal will be ready just as fast).

Earth overload is only worth using if you can have someone stand in the point and are reasonably sure that you will be able to sit in the field after it is cast for buku amounts of prot. It isn’t particularly strong during the cast, isn’t particularly defensive, the blast is unusable, and the immob isn’t worth the charge-up. Also, most tempests end up taking focus for the defense, so overloading earth is a bad choice as it locks you out of defense for such a long time.

Not every overload needs to have the same pre-charge, post-use CD, and cast time.

Finally, the single stack of stab needs to be incorporated into a minor trait. As it is, if you EVER want to overload you need to take that trait and still be careful about when you use it.

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Posted by: rhodoc.2381

rhodoc.2381

I want to change element while overloading.

[VcY] Velocity – Gargamell

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Posted by: scerevisiae.1972

scerevisiae.1972

no, overloads are awful. the entire concept of slow-casting, easily-interrupted, melee-range channels was a terrible idea.

In all honesty, I can’t think of a worse mechanic for Ele.

It basically killed the class for me.

downed state is bad for PVP

(edited by scerevisiae.1972)

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Posted by: PSX.9250

PSX.9250

I was hoping we would get some issue sorted out with this patch but all we get is;

“Elementalist

Flame Burst: This skill can no longer be activated without a target.
Fireball: Reduced the visual noise on the effects associated with this skill.
Overload Air: Reduced the visual noise on the effects associated with this skill.
Phoenix: Fixed a bug in which this skill would not execute a blast finisher when used on the fire field produced by Wildfire."

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Posted by: Glacial.9516

Glacial.9516

My problem with overloads is similar to my problem with conjures. Our attunements and weapons are not very well balanced. Conjures are usually used for only a few attacks and then dropped. Changing attunements is similar: We often have 1 (sometimes 2) attunements for our build that actually deals damage and the others are used for their support abilities.

Swap into water, cleansing wave, swap out.
Swap into Earth, Obsidian flesh, swap out.
Swap into attunements for blast finishers, swap out, etc.

Overloads just don’t work with this style of play because of the 5 second warm-up before you can use them. I think they actually work quite well with Conjures because their skills aren’t reliant on our attunement, but conjures are often weaker than our regular skills anyway.

I can think of 2 potential changes to overloads right now, but they each have their own problems.

1) Overloads working similarly to Mantras.

They would be broken into 2 parts: Charge and Cast.

The charge would work the same as it does now; 5 second warm-up before a 4-second channel. This would be saved for each attunement so you could potentially have all 4 overloads readied at once.

Then the cast would be an instant cast upon using the readied overload. This allows us to charge them in downtime and use them when they are needed.

2) Replace the warm-up time before using Overloads to a # of casts in the attunement.

So after 10ish casts, an attunement is ‘charged’ and can be overloaded just like now. These charges would be saved between swaps so we could for example:

Cast 8 Fire skills, Switch to Water
Cast 5 Water skills, Switch to Earth
Cast 10 Earth skills (OL Charged), Switch to Water
Cast 5 Water skills (OL Charged), Switch to Fire
Cast 2 Fire skills (OL Charged), Overload Fire, Switch to Earth
Overload Earth, Switch to Water
Overload Water. etc. etc.

Attunements we camp would generate more charges and be used more often, but swapping to Water for 2 casts would still slowly generate enough charges for the Overload.

(edited by Glacial.9516)

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

no, overloads are awful. the entire concept of slow-casting, easily-interrupted, melee-range channels was a terrible idea.

In all honesty, I can’t think of a worse mechanic for Ele.

It basically killed the class for me.

A little melodramatic, don’t you think? They’re no slower than some other skills, there are traits to prevent interruption, they reduce damage and control and they give better survivability in melee. They’re fun and they’re optional. You can still play an ele and never use them. You don’t ever have to use any part of the specialisation. You’re welcome to play all the other classes and leave overloads to those of us who enjoy them.

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Posted by: morrolan.9608

morrolan.9608

no, overloads are awful. the entire concept of slow-casting, easily-interrupted, melee-range channels was a terrible idea.

In all honesty, I can’t think of a worse mechanic for Ele.

It basically killed the class for me.

A little melodramatic, don’t you think? They’re no slower than some other skills, there are traits to prevent interruption, they reduce damage and control and they give better survivability in melee.

They don’t give better survivability, the only tempest spec to thrive is auramancer D/F and it relies on auras for survivability.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

I want to change element while overloading.

This will probably never happen because of Fresh Air. Because if you could switch elements while overloading, you’d start Air Overload, immediately switch to another element, crit with the air overload (or another instant skill, maybe arcane), reset air attunement, instantly switch back to air attunement while the air overload is still casting for 3ish seconds, wait for it to finish, wait 1-2 seconds, cast another air overload.

Also, you’d be able to make all overloads un-interruptable with switching to earth as soon as the overload starts and using focus earth 5.

Last of the Red Hot Swamis

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

no, overloads are awful. the entire concept of slow-casting, easily-interrupted, melee-range channels was a terrible idea.

In all honesty, I can’t think of a worse mechanic for Ele.

It basically killed the class for me.

A little melodramatic, don’t you think? They’re no slower than some other skills, there are traits to prevent interruption, they reduce damage and control and they give better survivability in melee.

They don’t give better survivability, the only tempest spec to thrive is auramancer D/F and it relies on auras for survivability.

I think we’re mixing arguments here, and you may also be talking about pvp which I know nothing about. I’m happily running around with a s/h spec in pve.

On the subject of overloads, they do give better survivability. They break stuns and, using the appropriate traits, you get ‘massive’ resistance to various controls as well as stability, speed and might. Air overload is fantastic for clearing trash mobs and pocket raptors. I run into the middle of them, use air overload with fire shout and soon everything is dead. For bigger things, I run into them and overload fire. Earth’s overload is a handy means of escape. I’m by no means a great player but since getting into overloads the jungle has become an easier place.

And the best part is, they’re optional so you can keep playing the class without using them. If that still ‘kills’ the class for you, then.. I don’t know what to say.

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Posted by: morrolan.9608

morrolan.9608

no, overloads are awful. the entire concept of slow-casting, easily-interrupted, melee-range channels was a terrible idea.

In all honesty, I can’t think of a worse mechanic for Ele.

It basically killed the class for me.

A little melodramatic, don’t you think? They’re no slower than some other skills, there are traits to prevent interruption, they reduce damage and control and they give better survivability in melee.

They don’t give better survivability, the only tempest spec to thrive is auramancer D/F and it relies on auras for survivability.

I think we’re mixing arguments here, and you may also be talking about pvp which I know nothing about. I’m happily running around with a s/h spec in pve.

On the subject of overloads, they do give better survivability. They break stuns and, using the appropriate traits, you get ‘massive’ resistance to various controls as well as stability, speed and might. Air overload is fantastic for clearing trash mobs and pocket raptors. I run into the middle of them, use air overload with fire shout and soon everything is dead. For bigger things, I run into them and overload fire. Earth’s overload is a handy means of escape. I’m by no means a great player but since getting into overloads the jungle has become an easier place.

And the best part is, they’re optional so you can keep playing the class without using them. If that still ‘kills’ the class for you, then.. I don’t know what to say.

So you’re talking about open world PvE, which is basically irrelevant in these sort of debates. I can do all of the above without overloads so survivability is not better.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

no, overloads are awful. the entire concept of slow-casting, easily-interrupted, melee-range channels was a terrible idea.

In all honesty, I can’t think of a worse mechanic for Ele.

It basically killed the class for me.

A little melodramatic, don’t you think? They’re no slower than some other skills, there are traits to prevent interruption, they reduce damage and control and they give better survivability in melee.

They don’t give better survivability, the only tempest spec to thrive is auramancer D/F and it relies on auras for survivability.

I think we’re mixing arguments here, and you may also be talking about pvp which I know nothing about. I’m happily running around with a s/h spec in pve.

On the subject of overloads, they do give better survivability. They break stuns and, using the appropriate traits, you get ‘massive’ resistance to various controls as well as stability, speed and might. Air overload is fantastic for clearing trash mobs and pocket raptors. I run into the middle of them, use air overload with fire shout and soon everything is dead. For bigger things, I run into them and overload fire. Earth’s overload is a handy means of escape. I’m by no means a great player but since getting into overloads the jungle has become an easier place.

And the best part is, they’re optional so you can keep playing the class without using them. If that still ‘kills’ the class for you, then.. I don’t know what to say.

So you’re talking about open world PvE, which is basically irrelevant in these sort of debates. I can do all of the above without overloads so survivability is not better.

There’s only one mention of pvp in this post, other than mine, so there’s no indication it’s a pvp only discussion. If it is, perhaps it belongs in a different category. In any case, it seems to be the assumption, at least on your part, that this is a pvp debate so I withdraw from the discussion as I have no interest in pvp at this stage.

[As an aside, your ability to ‘do all of the above without overloads’ doesn’t actually invalidate whatever survivability overloads might add. That’s a fallacious argument. Just like if I were to argue that just because I can survive without a focus then a focus must be a piece of kitten. One does not follow from the other. Arguments like this don’t add anything to the discussion, whether the discussion is pvp or not.]

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Posted by: Yashuoa.9527

Yashuoa.9527

Not every overload needs to have the same pre-charge, post-use CD, and cast time.

Finally, the single stack of stab needs to be incorporated into a minor trait. As it is, if you EVER want to overload you need to take that trait and still be careful about when you use it.

Indeed, not all overloads need the same waittime and cooldowns.
Water needs a really short waittime or none.

I agree that we should have the stability trait on the overloads by default.

A trait in its place could be the following:

Your overloads have a defensive element added to them:

Fire overload=Blind enemies within x radius.

Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.

Air overload=Put weakness on enemies within x radius.

Earth overload=Put slow on enemies within x radius.

What do you think of these additions to the overloads?

This would give them a bit of an extra defensive touch.
Or should this be by default on them as well?

There’s only one mention of pvp in this post, other than mine, so there’s no indication it’s a pvp only discussion. If it is, perhaps it belongs in a different category. In any case, it seems to be the assumption, at least on your part, that this is a pvp debate so I withdraw from the discussion as I have no interest in pvp at this stage.

I wrote my post from a pvp point of view and there are mentionings in the thread of fighting vs someone/people, rather than mobs/pve enemies, but my intention is not for this to be a pvp only thread.

It is about overloads and therefore, both aspects of the game, pvp and pve, can be talked about.

Also because when changes are suggested for one area of the game (pvp) that they wont hurt the other area of the game (pve) and the other way around.
Although abilities can be changed to work differently in one area (pvp) compared to the other (pve).

(edited by Yashuoa.9527)

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

Thank you Yashuoa. I wouldn’t want a change in pve to hurt pvp either. I enjoy the overloads and anything that makes them better, for pve/pvp or both, is welcome. Good suggestions!

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Posted by: Kyon.9735

Kyon.9735

How about the following additions to the overloads?

Fire overload=Blind enemies within x radius.

Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Water overload changed to be useable after 1 second in the overload, compared to the other overloads who require 5 sec waittime.

Air overload=Put weakness on enemies within x radius.

Earth overload=Put slow on enemies within x radius.

What do you think of these additions to the overloads?

This would give them a bit of an extra defensive touch.

I like this. Give the Overloads a fixed radius as well, probably as big as the current Air Overload (360 radius). Add these effects to the current ones:

Fire Overload – Balance damage. Lower it to the same level as Air overload. Blind enemies for 2s on your radius with 2s ICD per person.

Water Overload – Damage you receive is converted to healing and heal your allies in your radius for half the amount. Chill enemies in your radius for 3s with 2s ICD per person. Leaves a 4s Frozen Ground that chills enemies for 2s per pulse.

Air Overload – Fine as it is. Apply 3s Weakness on enemies within your radius with 2s ICD per person.

Earth Overload – Fine as it is, just make the radius higher. It already applies cripple

(edited by Kyon.9735)

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Posted by: BlackBeard.2873

BlackBeard.2873

I want to change element while overloading.

This will probably never happen because of Fresh Air. Because if you could switch elements while overloading, you’d start Air Overload, immediately switch to another element, crit with the air overload (or another instant skill, maybe arcane), reset air attunement, instantly switch back to air attunement while the air overload is still casting for 3ish seconds, wait for it to finish, wait 1-2 seconds, cast another air overload.

Also, you’d be able to make all overloads un-interruptable with switching to earth as soon as the overload starts and using focus earth 5.

They could always put “overload current attunement” on the f5 and make each element’s overload have an ICD independent of the attunement. This would also get rid of the stupid 20s penalty that leads to only fresh air builds and fire-camping staff builds truly overloading.

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Posted by: Yashuoa.9527

Yashuoa.9527

I want to change element while overloading.

This will probably never happen because of Fresh Air. Because if you could switch elements while overloading, you’d start Air Overload, immediately switch to another element, crit with the air overload (or another instant skill, maybe arcane), reset air attunement, instantly switch back to air attunement while the air overload is still casting for 3ish seconds, wait for it to finish, wait 1-2 seconds, cast another air overload.

Also, you’d be able to make all overloads un-interruptable with switching to earth as soon as the overload starts and using focus earth 5.

They could always put “overload current attunement” on the f5 and make each element’s overload have an ICD independent of the attunement. This would also get rid of the stupid 20s penalty that leads to only fresh air builds and fire-camping staff builds truly overloading.

Meaning the f5 would have an overload cooldown ticking, but the attunements themselfs will only have their attunement cooldowns?

@Schmendrick
I dont see a problem with Focus earth 5 being usesable on all attunements btw.
It has a 50 sec cd. A 33 sec cooldown if traited. So you would be able to sometimes use it with the attunement of choice with that idea of attunement switching during overloads. Its not like its ready for every overload.

How about the following additions to the overloads?

Fire overload=Blind enemies within x radius.

Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Water overload changed to be useable after 1 second in the overload, compared to the other overloads who require 5 sec waittime.

Air overload=Put weakness on enemies within x radius.

Earth overload=Put slow on enemies within x radius.

What do you think of these additions to the overloads?

This would give them a bit of an extra defensive touch.

I like this. Give the Overloads a fixed radius as well, probably as big as the current Air Overload (360 radius). Add these effects to the current ones:

Fire Overload – Balance damage. Lower it to the same level as Air overload. Blind enemies for 2s on your radius with 2s ICD per person.

Water Overload – Damage you receive is converted to healing and heal your allies in your radius for half the amount. Chill enemies in your radius for 3s with 2s ICD per person. Leaves a 4s Frozen Ground that chills enemies for 2s per pulse.

Air Overload – Fine as it is. Apply 3s Weakness on enemies within your radius with 2s ICD per person.

Earth Overload – Fine as it is, just make the radius higher. It already applies cripple

Thanks.

Slow works differently than cripple though.
Slow makes skills and abilities slower (and thus, would provide a defensive element to earth overload, just as air would have weakness, water the convert and fire the blind), whereas cripple doesnt apply a defensive element. Someone crippled does just as much dmg to you as someone not crippled.

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Posted by: Yashuoa.9527

Yashuoa.9527

A change that can also be made is just more stacks on stability baseline on fire, water and air overload (just like on the earth overload), or at the very least make the Harmonius conduit trait give more than 1 stack
and than just leave it at that for now
(as in forget the other changes or try make some other additional improvements at a later point in time).

(edited by Yashuoa.9527)

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Posted by: Meneh.2954

Meneh.2954

I like them but personally I feel the fire overload is a bit out of place when I’m playing with a staff. Instead of spinning around in melee I’d prefer some sort of long range super meteor or some other fiery bad kitten thing that comes crashing down.

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Posted by: Xillllix.3485

Xillllix.3485

I like them but personally I feel the fire overload is a bit out of place when I’m playing with a staff. Instead of spinning around in melee I’d prefer some sort of long range super meteor or some other fiery bad kitten thing that comes crashing down.

The overloads should have been different for staff, but they pretty much rushed the entire elite spec so they made them work only with dagger.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Air overload spam so good.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: nearlight.3064

nearlight.3064

Overload earth can easily give you permanent protection if you have earth and either warhorn or boon duration runes.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Nath Forge Tempete.1645

Nath Forge Tempete.1645

Water overload is fine if u take not hit for 5 sec… cause the amount of healing during it is quite low =)

the last heal tick is fine ^^ and it cleanse enough condies… (but it’s still the weaker overload)

the rest is fine for celestial build for me (again and again celestial…)

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Posted by: Yashuoa.9527

Yashuoa.9527

In pve people seem to be more content with the overloads than in pve.

Regarding PVP:
In pvp do you consider 1 stack of stability that doesnt refresh, enough? (which even costs a trait)

A 4 second overload casttime is plenty of time for an opponent to remove the stability and interrupt the overload.

Besides even if the stability doesnt get removed, that still makes us quite defenceless for 4 seconds, in which we cant dodge and not use other important defences. So we can become sorta a punching back.

So thats why it seems needed to me (in pvp), that the overloads gain the stability that earth overload has
and maybe in addition the suggestion for defensive elements to overloads (the posted idea with the additons of blind, convert healing, weakness and slow).

The 3xstability could be on the overloads by default and the blind, convert healing, weakness and slow additions idea, could be in that trait its place.

This would give an option in that trait row.

What do you think about that?

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Posted by: nearlight.3064

nearlight.3064

In pve people seem to be more content with the overloads than in pve.

Regarding PVP:
In pvp do you consider 1 stack of stability that doesnt refresh, enough? (which even costs a trait)

A 4 second overload casttime is plenty of time for an opponent to remove the stability and interrupt the overload.

Besides even if the stability doesnt get removed, that still makes us quite defenceless for 4 seconds, in which we cant dodge and not use other important defences. So we can become sorta a punching back.

So thats why it seems needed to me (in pvp), that the overloads gain the stability that earth overload has
and maybe in addition the suggestion for defensive elements to overloads (the posted idea with the additons of blind, convert healing, weakness and slow).

The 3xstability could be on the overloads by default and the blind, convert healing, weakness and slow additions idea, could be in that trait its place.

This would give an option in that trait row.

What do you think about that?

Not 3 stacks baseline to each element. Tempests can’t become godmode again. One stack is a good amount of counterplay because most builds don’t have as many CC cool downs as a tempest can overload during that same duration. I think the stability being a minor trait instead of swiftness would be fine, and HC could reduce overload cooldowns again in addition to its 10% modifier. To me that would be the ideal solution for QoL, not some convoluted overbuffing because God knows I play tempest because it’s not an example of a completely overpowered elite spec like most of the others.

You could always just play it safer with positioning and take torrents instead like many high level pvp tempests do. Even then you’d still have enough stacks on earth overload to get it off for perma prot rotations.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Wolfric.9380

Wolfric.9380

I don´t run stability. I watch when to use an overload. The only in fight OL when i am alone or focused is earth. I use air and fire, but the timing is the key and if there is no window i don´t OL them. I consider overloads an option not the main reason for tempest and this works well. The utility that fits me more are the shouts and aura support. I killed with fire overlaod in a teamfight or scared off oponents with a starting air OL but i am not overloading as soo as i can.

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Posted by: Azure.8670

Azure.8670

no, overloads are awful. the entire concept of slow-casting, easily-interrupted, melee-range channels was a terrible idea.

In all honesty, I can’t think of a worse mechanic for Ele.

It basically killed the class for me.

confirmed youve never actually played tempest

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Posted by: Yashuoa.9527

Yashuoa.9527

@ Nearlight
Dont get me wrong though I dont want OP mode either.

I think the stability being a minor trait instead of swiftness would be fine, and HC could reduce overload cooldowns again in addition to its 10% modifier. To me that would be the ideal solution,

I agree that would be nice.

I don´t run stability. I watch when to use an overload. The only in fight OL when i am alone or focused is earth. I use air and fire, but the timing is the key and if there is no window i don´t OL them. I consider overloads an option not the main reason for tempest and this works well. The utility that fits me more are the shouts and aura support. I killed with fire overlaod in a teamfight or scared off oponents with a starting air OL but i am not overloading as soo as i can.

Lightning has some protection in the sense that you can throw down swirling winds and shocking aura for defences for example and go into overloading.

I guess we dont need more than 1 stack after all.
Besides if there is a Engi in the team for example with Elixir B, he could toss that for stability.

Yeah the shouts and aura support are cool.

What do you think of 5 sec waittime on water overload?

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Posted by: Xillllix.3485

Xillllix.3485

The Overload work ok on d/d but on staff they are always out of the weapon range. It’s really a bad design. Overloads should be range AoE on staff.

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Posted by: Axialbloom.8109

Axialbloom.8109

If:

- Fire had a large radius and did more burning
- Air hit 5 targets instead of 3
- Earth did more bleeding
- Water left a frost field behind
- Shouts were all instant so could be used while overloading
- Protection and Swiftness actually worked properly while overloading
- Stability trait was not mandatory

Then yeah, I would be satisfied.

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Posted by: BlackBeard.2873

BlackBeard.2873

Fire overload: just another skill that only works against stationary enemies thanks to a persisting stationary field that is quite tiny…Like ele needs more of those. 95% of the time only used in fire-camping staff builds that already rock against those stationary enemies.

Air: This is the only decent overload

Water: Basically NEVER use this, as you shouldn’t sit in water for 5s doing nothing and the heal is laughable. Does nothing other than heal and make you a punching bag.

Earth: Decent, relatively easy to cast, but the payoff is very weak for completing, and once again restricts you to standing still in a spot again to really get the effect you want (prot). Even the long immob is basically useless with all of the power-creep it is basically always just immediately cleansed (esp. in a teamfight).

Stability: The fact that there isn’t 1 stack baseline, makes the stability trait mandatory if you want to overload.

Overall:

Overloads feel like waiting around for 2-3 seconds after using your useful skills doing almost nothing while you wait to overload, and then having to complete an insanely long cast ontop of it (again, during which time you aren’t even pressing any buttons other than movement). Overloads (esp. besides air) are almost never worth casting unless you are trying to get the aura heals with air aura or earth aura.

(edited by BlackBeard.2873)

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Posted by: Wolfric.9380

Wolfric.9380

Air: I sometimes use it on starting a fight.
Fire: Often use it against NPC´s. Only a few uses against players, usualy in teamfights when i am not focused.
Earth: Often used. Damage is not to great but its useful giving stab, protection, criple, imob and bleed. Combined with my autostunbreaker this swallow all CC. Since i am a tempest the combination gale song, stunbreak on overload and earth overload its quite rare that any CC hindes me.
Water: No use …..

(edited by Wolfric.9380)

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Posted by: Shiiroi.6035

Shiiroi.6035

I think a first improvement step would be if we could at least dodge during overload. I’m pretty sure this functionallity wouldn’t require too much work from the devs and wouldn’t completly change the balance of the game, but it would at least help us escape a focus or dodge a big burst without having to stop the overload.

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Posted by: Redfeather.6401

Redfeather.6401

I wish they weren’t all PBAoE.

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Posted by: Mattmatt.4962

Mattmatt.4962

I’m still NOT using overload cause the mechanism is bad and every overload used is a loss.

Exeptions beeing: fresh air is slotted (kinda mandatory in pve atm), or i’m running a power build, but some more condi damage would be apreciatted for red part of the Vale guardian.

Why do i post here then:

You seems looking for idea and i got one:

Water overload: Every pulsation, you emit wave around you pushing ennemy away
And i tend to had: ennemy within the radius on the last tick are deep freezed (it’s not like the animation is super visible, last 5 sec, and the spell itself is supposed to prevent you to get deep freezed with its bump)

Still super underwhelming and suicide button, but it can change a team fight in pvp if used at the very right moment

(Note: basically it’s just the elite tornado without damage and with healing)

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)