Small change for tempest water overload

Small change for tempest water overload

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Posted by: Nomin.5901

Nomin.5901

After the channel is done, the bubble just kinda fizzles out, its very underwhelming… Can we get more of a “splash” at the end? (New ranger heal effect or ele water dagger 5)

LIKE JUST AN ANIMATION

Carmen

(edited by Nomin.5901)

Small change for tempest water overload

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Posted by: Alekt.5803

Alekt.5803

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

Alerie Despins

Small change for tempest water overload

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Posted by: Xillllix.3485

Xillllix.3485

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Small change for tempest water overload

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Posted by: Swiftwynd.1685

Swiftwynd.1685

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

That would certainly be cool.

Going a bit further, I’d like it if it could leave a storm behind so that it matches up with the other 3 Overloads, so something like:

“Create a surge of accumulated water magic, healing and cleansing allies while partially reviving downed allies. When the cast ends, leave a whirlpool Water Field that heals the area, applies regeneration, and partially revives downed allies. Using this skill causes the attunement to have a longer recharge.

Healing per pulse: 392 (0.05)
Revival per Pulse: 3% (5 pulses during Overload, 4 pulses during Storm, for total of 27% Revival)
Healing Final Healing: 2,132 (0.75)
Conditions Removed per Pulse: 1
Regeneration per Pulse from Storm (4s): 520 (2080 health total from 4 pulses)
Storm Duration: 4s
Interval: 1s
Combo Field: Water
Water Attunement Recharge: 20 s
Radius: 360
Breaks Stun

Small change for tempest water overload

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Posted by: Sunshine.5014

Sunshine.5014

I agree with Water Overload final burst should also revive downed allies. It’s not op and sounds balanced. It takes ~10s from the time you see a downed ally to switch to water and complete the Overload. You can manually revive an ally in less than 5s. It adds some niche support role for Tempest.

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

Small change for tempest water overload

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Posted by: Jski.6180

Jski.6180

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Water not an hard cc atument your better off asking for chill if you need to have cc on it. I say just make water overload make a water field that alone would push the usefulness of it even though its an good overload as is remove 4 conditions heals 4 smalls times and then one big.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Small change for tempest water overload

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Posted by: Alekt.5803

Alekt.5803

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Water not an hard cc atument your better off asking for chill if you need to have cc on it. I say just make water overload make a water field that alone would push the usefulness of it even though its an good overload as is remove 4 conditions heals 4 smalls times and then one big.

Comet, Water Surge? Big, mother ____ wave?

Alerie Despins

Small change for tempest water overload

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Posted by: Jski.6180

Jski.6180

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Water not an hard cc atument your better off asking for chill if you need to have cc on it. I say just make water overload make a water field that alone would push the usefulness of it even though its an good overload as is remove 4 conditions heals 4 smalls times and then one big.

Comet, Water Surge? Big, mother ____ wave?

Relay dose not make water lend it self to hard cc like say air and earth lines and more so to an overload who has no dmg at all or effect that to the other team. Earths overload end is more like to be an hard cc or even air’s but they are not why would water get something that different from its atuments ideal?

A mobile frost field when overloading in water would be nice and not too op due to the frost aura changes (it no longer stack in duration). I just do not see how you can make that logically work your in a water bobble how would that translate to an frost field?

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Small change for tempest water overload

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Water not an hard cc atument your better off asking for chill if you need to have cc on it. I say just make water overload make a water field that alone would push the usefulness of it even though its an good overload as is remove 4 conditions heals 4 smalls times and then one big.

Comet, Water Surge? Big, mother ____ wave?

Relay dose not make water lend it self to hard cc like say air and earth lines and more so to an overload who has no dmg at all or effect that to the other team. Earths overload end is more like to be an hard cc or even air’s but they are not why would water get something that different from its atuments ideal?

A mobile frost field when overloading in water would be nice and not too op due to the frost aura changes (it no longer stack in duration). I just do not see how you can make that logically work your in a water bobble how would that translate to an frost field?

The elementalist could actually have surfed on a wave of water… But as bubbles goes it could explode in a torrent of water that knocks or launch enemy back.

Alerie Despins

Small change for tempest water overload

in Elementalist

Posted by: Jski.6180

Jski.6180

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Water not an hard cc atument your better off asking for chill if you need to have cc on it. I say just make water overload make a water field that alone would push the usefulness of it even though its an good overload as is remove 4 conditions heals 4 smalls times and then one big.

Comet, Water Surge? Big, mother ____ wave?

Relay dose not make water lend it self to hard cc like say air and earth lines and more so to an overload who has no dmg at all or effect that to the other team. Earths overload end is more like to be an hard cc or even air’s but they are not why would water get something that different from its atuments ideal?

A mobile frost field when overloading in water would be nice and not too op due to the frost aura changes (it no longer stack in duration). I just do not see how you can make that logically work your in a water bobble how would that translate to an frost field?

The elementalist could actually have surfed on a wave of water… But as bubbles goes it could explode in a torrent of water that knocks or launch enemy back.

Well ya you can turn any thing into a knock back etc.. i am just talking about the ideal of the water line for ele and that hard cc dose not fit the ideal of it. A soft cc would fit water a lot better and over all soft cc are more useful then hard cc.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Small change for tempest water overload

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Posted by: keenlam.4753

keenlam.4753

I want tsunami
/15char

Small change for tempest water overload

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Posted by: Jski.6180

Jski.6180

I want tsunami
/15char

O if that all then turn water 4 WH into an ride the lighting like attk but make it raid the tsunami?
“Call forth a wave that you ride for 900 or so ranges knocking back every one hit by the wave and heal / reg team mates hit by the wave. 5 targets put pules pules 3-5 times.”

Each overload fills a roll water has its healing condition (frost aura for a soft cc is some what part of that roll) remove roll adding more to it may make water too powerful.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA