Tempest Beta Feedback Thread

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

“Rebound.” – delete it and we will forget that ele can use elite skill. Do not create usless elite like this.

How many times can we repeat this?
I really hope Anet give us a proper elite.

Really. How hard can it be for ANY Anet developer to simply come in here and at least write something like “We are aware eles aren’t happy with Rebound, we’re working on something new for it.”

Last of the Red Hot Swamis

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Posted by: Laraley.7695

Laraley.7695

“Rebound.” – delete it and we will forget that ele can use elite skill. Do not create usless elite like this.

How many times can we repeat this?
I really hope Anet give us a proper elite.

Really. How hard can it be for ANY Anet developer to simply come in here and at least write something like “We are aware eles aren’t happy with Rebound, we’re working on something new for it.”

If I was Karl, I would stay the hell away from these forums or I would have to quit my job.

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Posted by: Kidel.2057

Kidel.2057

Kidel doesn’t play Ele he just hops in threads trying to get them nerfed. New player that want’s to play rev I think.

Tasao is a salty necro main that does the same.

Just ignore them.

New player, lol, I’m here since pre-access 3 years ago.
So everyone that has a different opinion is a troller?

Are you denying that Elementalist is the strongest class in the game? I have a lv80 ele, I don’t even main it, yet I get better results then with my other classes (got all of them at 80, and 2 Rangers just for more racial story).

Tempest felt great, not “stronger” then ele, but gives a lot of new options to the class.

“Amazing” doesn’t mean “more damage multipliers”.
Tempest is cool, fun to play and has a lot of options to support, heal, survive AND do damage.
Only the easy access it has to magnetic and frost aura should be enough to call it a day.

“Rebound.” – delete it and we will forget that ele can use elite skill. Do not create usless elite like this.

How many times can we repeat this?
I really hope Anet give us a proper elite.

Really. How hard can it be for ANY Anet developer to simply come in here and at least write something like “We are aware eles aren’t happy with Rebound, we’re working on something new for it.”

If I was Karl, I would stay the hell away from these forums or I would have to quit my job.

Agreed. He would be called a troll for no reason.

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Posted by: Laraley.7695

Laraley.7695

Kidel doesn’t play Ele he just hops in threads trying to get them nerfed. New player that want’s to play rev I think.

Tasao is a salty necro main that does the same.

Just ignore them.

Tempest felt great, not “stronger” then ele, but gives a lot of new options to the class.

“Amazing” doesn’t mean “more damage multipliers”.
Tempest is cool, fun to play and has a lot of options to support, heal, survive AND do damage.
Only the easy access it has to magnetic and frost aura should be enough to call it a day.

Omg, guess what? Ele can already do that, what a surprise. So much for new options for ele.

Cool and fun to play is very subjesctive and as you can see many of the ele mains do not share your opinion.

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Posted by: Malchior.5732

Malchior.5732

I didn’t want something that just looks cool(I actually really dislike the Overload casting animations; I don’t feel like a Mage calling storms down at all, I feel like an idiot running around with my hand to the air or spinning like a top), I wanted something actually effective and maybe giving me a reason to camp an attunement. They don’t have to be spammable, but right now I’m FAR more effective in every situation by doing my rotation.

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Posted by: MrSilver.5269

MrSilver.5269

It is full of problems:

Overloads:
- Damage on fire overload is less than a lava font
- Other overloads are not worth the risk either and the healing/damage is just bad
- You need stability on overload else its just a bad class mechanic
- Having to camp an attunement for 5 seconds is too long, I generally stay in an attunement 3 seconds max. 2.5 seconds might work. Anyway we shouldn’t have to explain that to anet, basically if you dont swap attunement you lose your boons and that’s what the ele relies upon to stay alive.
- Cant use shouts or do anything while overloading. Can’t even dodge.

Shouts: they don’t do enough damage, only the auras are interesting, the cc pressure is too short (2 second immob only? Lava font doesn’t even tick damage before the immob is gone)
Air shout should do damage

Warhorn:
Should be a 1200 range weapon, fields should be longer, it has so many other flaws. It needs some blast, it needs damage on fire 4, recharge on skills is too long. The only cool skills are air 4-5. Water field is too short and moves too fast. I dont see why anyone would use it in any context. It has no advantages.

New elite:
Worse elite ever. Scrap it and make something interesting.

Traits:
Also terrible, need stability, 20% shout recharge, 7% extra protection is not noticable and not interesting, feels uninspiring overall.

Overall as an ele main I am quite disappointed with tempest. Because with Warhorn you had to at least do something that is deadly or interesting, but it’s just weak and puts you inside more damage than an elementalist can take. It will never be better than dagger offhand or focus.

This…

They have created a new class mechanic that prevents you from utilizing the core mechanic of the class, and the newly created mechanic is underwhelming AT BEST.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: MrSilver.5269

MrSilver.5269

And may I add, the new trait line is terrible.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: Wolfric.9380

Wolfric.9380

Only usfullnes i see is auramancer (traits and shouts). Take it and sacrifice damage/survivability for teamsupport.
Rest looks like garbage.

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Posted by: MrSilver.5269

MrSilver.5269

And 240 range for overload… seriously? Overload should be an area of effect..

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: Banshee.9632

Banshee.9632

I am play mainly pve. Solo most of the time.
I tested the tempest a bit. Here my thoughts. Sorry for the bad english.

Warhorn
I kind of like the warhorn in team fights. But some skills are problematic in a partys.
In most fights (pve) the team is near together, because of blast finshers and aoe boons.
It lacks 1 or 2 blastfinishers.

Heat Sync – is ok -> something enemy related like 3 sec burn (1 stack) would be nice.
Wildfire – dmg is kind of bad in comparison of the cooldown -> reduce cooldown to 20-25 sec
Tidal Surge – moves way to slow. The player himself can outruns it. It has nearly no range. Also I think the knockback makes it’s trashy for team fights. -> Give it more range or make it cast on target. And knockdown would be better.
Water Globe – moves away from the group. Giving team member (without Teamspeak) a very small timeframe to blast it. -> It wood be better if the field orientates on the players movement. When player is standing when casting it the field should also stay there. When player is moving then like it is now.
Cyclone – is good as it is.
Lightning Orb – dmg is just bad when enemy is not running away or several enemies are in a line -> the orb should shoot in 360° of it, making it possible to shoot backwards (shoots are limited). Also increase the shooting radius to 400.
Sand Squall – is great, but the description is not correct. It seems to add 4 sec protection and extends buffs also 4 secs
Dust Storm – is ok -> this skill would suite a wirlfinisher.

Overloads
My opinion – they look cool but thats all whats good at it.
We have to stay pretty long in one the attempt to gain access. They have long cannel time. We lose time to use good skills. And the attument cooldown extends much. I see no point in using them this way. Any. -> Reduce time before activation to 3 sec. max. The attument cooldown should be reduced to 15 sec. or make it a overload skill cooldown not affecting the attument cooldown itself. Reduce the longest channel time to 2-3 sec. All skills need a break bar of 2-3 sec min. So min. 2 stuns are needed to interrupt.
The following is in addition to the overall change:

Overload Fire – has bad damage -> needs a dmg buff
Overload Water – heal is bad in comparison of cast time > buff in the final healing and/or the pulse
Overload Air – with the changes from above it’s a little to good in combination with fresh air -> min. cooldown 5 sec.
Overload Earth – Blastfinisher, but non of my fields can blast with it. Dmg is just bad. -> add some bleed stacks on pulse. Moving the blast finisher to the beginning of the animation or make it pulse.

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Posted by: Banshee.9632

Banshee.9632

Traits
The traits focusing most on overload which are bad. The focus on boons is the best of the trait line.
These Traidline also got another aura trait. So we got 6 trait lines with aura related stuff. As I like auramancer I am really sad, because all of them are so widely spread. Ok, can’t get all of them. q.q
The minors are kitten because overload is kitten. So Overload has to change or traits have to change it. The trait line has potential. But the potential has nothing to do with overloads as it stands now.

Singularity – access to overloads, but as they are bad this trait is useless.
Speedy Conduit – not very good on top of the bad overloads -> maybe switch swiftness with super speed because 5 sec. swiftness is not that great. especially when already all eles got access to permanent swiftness without it (other traits and skills)
Hardy Conduit – as overloads are bad this trait is bad. -> add a break bar (increase) of 2 or 3 sec. and extend the protection to the full overloading time. So overloads are only weak not total bullkitten
Gale Song – ok but I don’t like this trait types.
Latent Stamina – why on water? It’s not the water trait line. -> switch with something in water, but only powerful aura seem not to be water related. Or edit skill to react on all attuments (internal cooldown caps it)
Unstable Conduit – ok if overloads weren’t so weak.
Tempestous Aria – great
Earthen Proxy – great trait, I like it.
Harmonious Conduit – is way to weak. -> increase recharge reduction to 40% and add a reduction to the loading time of overload skills after attempt swap.
Imbued Melodies – it only works for others because when stuned we can’t access the skills. So the cooldown is way to high. And also all wapon related traits are removed from ele. Why adding a new wapon related skill? doesn’t make sense. -> reduce cooldown to 3-5 sec. Or change hole trait for shout reduction reduce by 20% and make stun break on warhorn baseline.
Lucid Singularity – and stunes? -> if Hardy Conduit will not be touched this one may also be a place to add a break bar or stability,
Elemental Bastion – this one is wow the only grandmaster worth it in this traidline.

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Posted by: Banshee.9632

Banshee.9632

Shouts
Wash the Pain Away! – description is misleading because each pulse heals. its nearly twice as much heal. So it’s the strongest heal on cast when not interrupted. And it’s aoe what makes it great for teams.
Feel the Burn! – it’s great for the aura access. great in fights against much enemies. Ok against a single enemy.
Shock and Aftershock! – love it for the aura. overall great skill
Eye of the Storm! – super speed? great for pvp I think, great for gathering, for pve it has hardly any use. Stun break is the upside of this skill. thats it. -> add shocking aura or anything enemie related like a 1 sec. aoe stun with a radius of 200-300
Flash Freeze! – ok
Rebound. – Bad as kitten! -> make it last 5 sec. and reduce recharge of every skill casted in that time or reduce all recharge of all skills in cooldown by 10% of the total cooldown.

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Posted by: Alekt.5803

Alekt.5803

The overloads do not benefit condition damage users. Or, if they do, it is only marginally.

Alerie Despins

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Posted by: PlasticHippo.8934

PlasticHippo.8934

my main issue with tempest (like many others) is that it tries to do the same stuff that we were already best at, adding nothing new.
I just find it funny how troll the water portion of this line is. there’s a tempest trait to give vigor on attuning to water, the whole water trait line tells you to attune to water, yet the overload requires you to not only camp water, but greatly increase the recharge of it, to ensure you cannot maximize any of the water traits, halving the effectiveness of every other water trait. and then try using the overload. you stay in water for 5 secs to use it, then cast it for another 3. that’s 8 seconds of camping water, if anyone has ever tried that, you do near to 0 damage. 8 seconds without doing damage gives even most pvp zerk builds time to heal up. you may heal, but so will they, and who wants more never ending fights?

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Posted by: Kidel.2057

Kidel.2057

Kidel doesn’t play Ele he just hops in threads trying to get them nerfed. New player that want’s to play rev I think.

Tasao is a salty necro main that does the same.

Just ignore them.

Tempest felt great, not “stronger” then ele, but gives a lot of new options to the class.

“Amazing” doesn’t mean “more damage multipliers”.
Tempest is cool, fun to play and has a lot of options to support, heal, survive AND do damage.
Only the easy access it has to magnetic and frost aura should be enough to call it a day.

Omg, guess what? Ele can already do that, what a surprise. So much for new options for ele.

Cool and fun to play is very subjesctive and as you can see many of the ele mains do not share your opinion.

More team support and shouts are all great except elite. You don’t need even more damage on ele.
Overloads need a buff, but aside from that tempest is still strong and fun to play.

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Posted by: Waisenpai.6028

Waisenpai.6028

I think it’s bad … and if I beat you in a 1v2 it’s cause of main hand dagger or scepter. I went back on D/D and killed every D/H or S/H it was very sad. The a revenant said D?H was strong since he lost. I told he/she/pokemon lost to main hand dagger only and Rev is a new prof yet to even be fully tested. Try back in 3-9 months, Cough Cough since those who played the first game remember Assassin/Nartuo hype in 2006 = 3.% great Sins 15% decent and the rest free kills.
An ele got progressively better in each expansion during guild wars 1. Well Boys and Girls in guild wars 2 no! We look better kinda not really…. NO! But water bubble so cute wants to pet! NO! very bad like my english, grammar, punctuation and sentence fragments. Would be nice if the ele elite was a shout that stuns and launches 5 targets at 300 or 400 range and with a 90 seconds cooldown, would have be so trollicious!
If cosmetic appeal can kill people are Elite would make a “KYAAH” sound.

Attachments:

Min Min core d/d ele Borlis Pass Bunny Thumper

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Posted by: Malchior.5732

Malchior.5732

Kidel doesn’t play Ele he just hops in threads trying to get them nerfed. New player that want’s to play rev I think.

Tasao is a salty necro main that does the same.

Just ignore them.

Tempest felt great, not “stronger” then ele, but gives a lot of new options to the class.

“Amazing” doesn’t mean “more damage multipliers”.
Tempest is cool, fun to play and has a lot of options to support, heal, survive AND do damage.
Only the easy access it has to magnetic and frost aura should be enough to call it a day.

Omg, guess what? Ele can already do that, what a surprise. So much for new options for ele.

Cool and fun to play is very subjesctive and as you can see many of the ele mains do not share your opinion.

More team support and shouts are all great except elite. You don’t need even more damage on ele.
Overloads need a buff, but aside from that tempest is still strong and fun to play.

The damage all comes from Burning, Phoenix, and standing inside Lava Font/Meteor Shower/Frost Bow #4. Try playing Cele D/D without ever causing Burning; it’s not that powerful and takes some time to ramp up.

Hmm, maybe that’s why so many people wanted an actual DPS spec with high mobility ala Thief/Mesmer instead of the current Burst we have now(as in, Phoenix and that’s it)?

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Posted by: Kodiak.3281

Kodiak.3281

Doesn’t work at all on the Front Line in WvW.

Currently in WvW there’s only one source of AOE stability for a party and that is the Guardian. Right now most front line parties need 2-3 Guardians to get enough Stability to be functional in today’s WvW CC after the stability changes. Without that many the sheer number of Static Fields, Unsteady Ground, Line of Warding, etc simply outstrips the amount of stability generated for most groups.

Tempest, and Reaper, are just more mouths to feed stability on the front line and already compete with Warriors for those coveted few Stability slots. For what they bring to the table, they just aren’t worth the party slot right now on the front line.

Adding a bit of Fury/Swiftness with Auras (Zephyr’s Boon) and Aura share just isn’t sufficient and they bring nothing new or worth it to a front line group.

Kodiak X – Blackgate

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Posted by: Chapan.9170

Chapan.9170

Doesn’t work at all on the Front Line in WvW.
Currently in WvW there’s only one source of AOE stability for a party and that is the Guardian.

Actually, You can Armor of Earth and then share it with Heat sync.

That said, This and Sand Squall is the only reasons I would ever use warhorn and tempest. The rest is just clunky and rather unimpressive.

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Posted by: Kodiak.3281

Kodiak.3281

Actually, You can Armor of Earth and then share it with Heat sync.

That said, This and Sand Squall is the only reasons I would ever use warhorn and tempest. The rest is just clunky and rather unimpressive.

Speaking of clunky and unimpressive…

…yes you can do this or you can just throw another Guardian in there with “Stand Your Ground” with the same net effect on a 30s cool down that’s instant and a single ability.

Again that continues to be the issue, the long cool down on a shared Stability skill leaves the front line groups still bottle necked by requiring Guardians leaving only a few slots in front line parties for other classes.

Kodiak X – Blackgate

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Posted by: Malchior.5732

Malchior.5732

Doesn’t work at all on the Front Line in WvW.
Currently in WvW there’s only one source of AOE stability for a party and that is the Guardian.

Actually, You can Armor of Earth and then share it with Heat sync.

That said, This and Sand Squall is the only reasons I would ever use warhorn and tempest. The rest is just clunky and rather unimpressive.

Yea, just Rebound → Armor of Earth → Heat Sync

That sounds pretty awful for a Front-line spec.

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Posted by: GummyBearSummoner.7941

GummyBearSummoner.7941

i think earth overload should be a sandstorm with blinds. imo the earth overload we have now isn’t that great

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Posted by: emendez.3705

emendez.3705

I love the idea of overload but having to trait into that tempest line to have access to the skills hurts. I am a full zerk wvw staff ele and i feel left out for the tempest trait line.I feel the tempest line only caters to aura and warhorn which i do not use. I would fire/water/air and be full zerk but have cleansing capabilities for wvw very important for zerg overall health. having to give up water to tempest doesnt feel rewarding enough right now since i am not often surrounded by enemies for those melee overload skills to be useful for my play style. Also all the overload are all melee which i can some what deal with if the elite was any good. water overload has no finishing animation either and lets not forget about the terrible elite. I wish we could get an elite with some versatility we have been too long with terrible ones that you cant use in wvw zerging or for most game modes. and dont say tornado its terrible and its also another melee skill that gets you focused down quickly because you are a big target and fire greatsword leaves you with no access to your attunments if you need to quickly heal yourself or party/zerg or apply cc to an approaching zerg. How about an elite that changes with each attunment, that would be perfect and can have them all be different and useful for every situation and not all melee.
but its still beta maybe something will change

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Posted by: XOllOX.8075

XOllOX.8075

I haven’t been able to read through all of the post but I wanted to quickly share my thoughts before calling it a night and potentially forgetting about it.

I’m not going to comment on the utilities since I feel I play too little elementalist to really comment on those. I do however have to concur that the overloads feel sorely underpowered and are definitely not worth the long channeling time.

The fire one may be useful if the might stacks lasted a bit longer and the damage was a bit higher.

Definitely more disappointing was the air overload with its pitiful damage and it only vulnerability, which is easy to get anyways. I feel that increasing the damage and/or lowering the channeling time would go a long way but to justify the risk of overloading I feel that the lightning stormy thingy would have to be changed into something more dangerous. I’d suggest making it one final lightning strike with good damage and a stun/daze. Granted I was hoping for something in the vein of Indignation from the Tales series but even after adjusting my expectations it still felt very weak.

On a related note, seeing the the full charge time on the overload after changing to air attunement on a triggered Fresh Air simply felt wrong.

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Posted by: xinkspillx.3914

xinkspillx.3914

So, first of all I want to point out I don’t main an Ele and cede any points I make to the opinions of more experienced players. That being said, I’m enjoying the Tempest, but definitely agree that it needs some serious tweaks. I agree with what seems to be the general consensus concerning Overloads being feeling a bit weak and not being able to swap elements without interrupting the casts is no good. They’re also very easy to interrupt by outside sources, I feel.
I enjoy running an Auramancer Ele so Tempest shouts naturally work well for me, but feel much less effective otherwise. Warhorn seems fun, but maybe a bit weak? I think several skills could use a bit of a rework or buff to strength or CD of some sort. I haven’t taken the Tempest into PvP yet so I’ll avoid commenting on that for now.

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Posted by: ImLegion.4018

ImLegion.4018

In short I think tempest is alright, but warhorn skills are mostly support based but in combination with dagger/scepter in World vs World useless for me. I mostly picked staff over this and Tempest trait is then not very useful either. Even in pve new map I rather chose staff over scepter/dagger warhorn. Staff feels so much stronger and more supportive.

In pve it was kind of nice, but still don’t like the warhorn sounds..It’s so dull and animation wise it’s not very awsome like the necro, mesmer and revenant.

Also the elite skill is useless, please delete it and come with something good.

The warhorn sounds and animations are not very special compared to necro, revenant and mesmer. And overcharge and storm don’t look very big. Overcharge is just a small bit around you and storms look like small winds.

I don’t think I will use the tempest build.

Piken Square

(edited by ImLegion.4018)

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Posted by: Pazu.8320

Pazu.8320

Speedy and Hardy Conduit should just be combined and something else added in the GM minor slot that is NOT related to overloads. Many of the major slot traits are strange too. I’d love to see a stacking buff for eles. If you want to stick with the theme, maybe add a stacking buff for each second you stay in an attunement, stat bonus depends on the attunement.

Paul Lukische (ele), Pazu Plus One (ranger), Oh The Pazubilities (mes) et al – Sanctum of Rall
Champion Titles: Legionnaire, Genius, Magus, Paragon, Illusionist, Phantom, Shadow, Ritualist
Spectral Legion [SL] is recruiting! spectrallegion.com

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i find it interesting that people who complain that tempest brings nothing new to ele, want to change overloads so that they don’t have to change their swap-attunements-as-fast-as-possible playstyle. make up your minds?

OVERLOADS
i’m fine with the 5 second charge-up (wait 5 seconds before you can use the overload). i’m fine with the 20 second cooldown for the attunement after using the overload. i am NOT fine with how weak the overloads are. i know i’m repeating myself, but overloads need to be at least as powerful / more powerful than meteor shower, because their channel is longer, and their cooldown is just as long, or longer if swapping attunements.

SHOUTS
another comment i have, is that “feel the burn!” is instant, so can be used at any time during a channel. this is really nice. i just wish the other shouts were instant too. i echo the sentiments of the cooldowns feeling way too long.

Elemental Bastion:
i feel the tooltip needs to better specify that the heal has no cooldown, only the “grant frost aura” has a cooldown. the heal actually offers some sustain (not as much as soothing mists from water line, but it’s a step in the right direction to offer alternatives to the water-arcana meta.)

the minor traits really should affect ALL channels, not just overloads. i echo the sentiment that the master and GM minors be combined. a new GM minor should give additional pulsing damage while channeling any skill. (this would enhance skills like churning earth, meteor shower, and scepter air autoattack, as well as the overloads)

i really like how the overloads and shouts offer point blank AoE play. that’s what the Elementalist truly lacked. anyone who isn’t the top 5% of cele ele d/d “bots” couldn’t deal with melee enemies as well, since a melee enemy could simply run through the ele to cancel the skill casts (MUST FACE TARGET). now, ele’s can cast overloads or shouts to be able to still do damage to those enemies.

however, the overloads are very sensitive to interrupts. and ele’s only access to stability that can be used with overloads is armor of earth. with a 75 second base cooldown. this DISCOURAGES alternates from the water-arcana meta. this is why so many have offered that the GM minor grant stability during overload channeling.

– The Baconnaire

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Posted by: nearlight.3064

nearlight.3064

i think earth overload should be a sandstorm with blinds. imo the earth overload we have now isn’t that great

I like this idea a lot! it should function sort of like plague form in that you become briefly extremely tanky and nullify your enemies attacks for a bit. I mean you give yourself and allies protection, but I think a pusling blind, 1 per second would be helpful too, I’ll add this to my original post.

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

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Posted by: Akath.2650

Akath.2650

Here are some thoughts on the Tempest Skills:

Warhorn skills: The warhorn skills lack in blast finishers and auras, making the other two weapons more viable. Perhaps add some finishers on the warhorn skills.

  • Fire:
    • Heat Sync: It’s good if you have a lot of buffs, but usually that’s not the case. Also you are not always close to someone to share your buffs so only 3 stacks of might is not that great, perhaps adding some Fury or Retaliation (since Tempest is more focuses on Support/buffs)
    • Wild Fire: It’s a great fire field, but it doesn’t seem to synergize with the trait “Persisting Flames” (Need a better confirmation).
  • Water:
    • Tidal Surge: It’s a great healing skill, since you heal yourself and allies nearby and also knockback the enemies.
    • Water Globe: It’s a great water field, but it’s too fast and sometime doesn’t heal where it’s suppose to or you can’t even blast it. Perhaps making it a bit slower would work better.
  • Air:
    • Cyclone: It’s great if you want to stack enemies on your “Wild Fire” and “Dust Storm” or if you want to run around with a speed boost.
    • Lightning Orb: It’s not that great, it’s good if you are in a blob of enemies, but when you use on single target it doesn’t play out, most of the times the enemies run away from the orb or if it’s a player, they just avoid it completely. I don’t know what to sugest because increasing the damage will make it overpowered for blobs, perhaps rework on this skill?
  • Earth:
    • Sand Squall: As said before, most of the time elementists don’t have a lot of buffs, so for single play this skill won’t work out, but since “Tempest” is more focused on group support this might be fine, though elementists lack on stability perhaps this is the skill to add some or maybe make it as an blast finisher.
    • Dust Storm: It’s great if you use and stand on the storm, so the enemie has to face those blinds, but besides that, it’s easy to dogde. Also if you are condi ele this skill will lack on those extra damage from the bleeding. Maybe add some bleeding stacks.

Shout skills:

  • Wash the Pain Away!: Great healing skill, but takes too long to cast. Perhaps making its casting time 1sec.
  • Feel the Burn!: Great direct damage/support skill, but 1 stack of burning is not worth for condi builds. Perhaps making it 2 stacks.
  • Eye of the Storm!: Awesome skill, imo… it’s a buffed version of “Retreat”.
  • Shock and Aftershock!: Another awesome shout, but I think it deserves a blast finisher, since its cd is 50 sec.
  • Flash-Freeze!: I know that they wanted to make like fire, air, earth and water but this skill looks like a nerfed version of “Freezed to the Bones”. Maybe add “Resistance” as a buff, so it plays out like you’ve froze your conditions for a short while (more buffs for Tempest to share, since this looks like their “new” role).
  • Rebound: Ok, I know that elementist has domain over arcane magic, but reducing cd is more of a mesmer/chronomance thing. Elementists elite skills are not that great, and Rebound won’t change it.
  • Trait: I’m not going to go one-by-one, but I think they should add more benefits for those traits so they can compete with the other specializations, maybe add something to reduce the cd for shouts or a certain element skill have a chance to grant certain buffs when used.
  • Overload: It’s fine, though takes a lot of time to charge and get the final benefit, so the risk/reward might not be worth. Also it has some animation glitches and wierd underwater animations, but they said that they were working on it.

Thanks for reading!

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Posted by: Xillllix.3485

Xillllix.3485

For Overloads to be any good you need to be ale to play normally and swap attunements while overloading.

For shouts to be any good you need them to do something more than what the eles cantrips do (no mobility, no invul and no stability on shouts? Does Anet play ele at all?), and have the aura sharing work only with the water trait. Why have skills that do what a trait does?

For warhorn to be any good it need to be faster, have defensive options beside protection, and have AoE targetable ranged attacks.

For traits to be any good they need to add stability, damage modifiers (for overload and under aura), and 20% recharge on shouts. Or you really want us to go melee? They need to give us a trait that give us 3k more HP when using a warhorn, like the Guardian has.

For the new elite to be any good … ahhh just scrap the elite and start over. It’s just useless.

Overall it feels like Anet didn’t know what to do with the ele elite spec. It is not a clearly defined concept like the Chronomancer. All aspects of Tempest feel rushed, to me at least.

(edited by Xillllix.3485)

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Posted by: Alekt.5803

Alekt.5803

They need to give us a trait that give us 3k more HP when using a warhorn, like the Guardian has.*

I absolutely disapprove with that suggestion. Forcing everyone to use Warhorn if they want to Tempest…

Alerie Despins

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Posted by: maddoctor.2738

maddoctor.2738

I found the perfect solution to the Elementalist Elite skill:
When you use it and then activate any of your utility skills, it is copied in the Elite Slot! So you can use it again instantly!
Alternatively the Elite will give you a special panel to select a utility skill you don’t have currently equipped. Here, the dream of every elementalist ever, the ability to use utility skills in the elite slot!

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Posted by: rotten.9753

rotten.9753

More team support and shouts are all great except elite. You don’t need even more damage on ele.
Overloads need a buff, but aside from that tempest is still strong and fun to play.

Except that you lose damage by speccing into tempest and equipping warhorn. Sure, you can get Water + Arcana + Tempest to be an ultimate support bot but what’s the point? Water + Arcana is already enough to facetank most of the content in this game. Spec tempest and you might as well write a bot.

Secondly, the elite isn’t a shout so it can’t be traited or benefited from runes (condition removal). A yet another surprise. And the fact it’s bugged and won’t work with a half of our skills while giving the rebound buff way too late does make it the worst elite we have which is an achievement in itself.

I’m flabbergasted how this spec went through so many iterations (e.g. losing sword) that it’s still one of the worst “elite” specs we have seen (and experienced) so far.

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Posted by: Zicarous.2134

Zicarous.2134

Overall too weak too slow cast times.. think the skills should do something more than what they do dmg is good but needs more not incresed dmg,

https://forum-en.gw2archive.eu/forum/archive/balance/An-Idea-for-Ele/first#post3622885

this was my post along time ago yeah not the best skills i came up with but basically same as the temptest and i had the idea long time ago… duno why they couldn’t give us wards though

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Posted by: maddoctor.2738

maddoctor.2738

- Damage on fire overload is less than a lava font

Care to explain this? I do not have access to the beta so I didn’t try it but using the wiki numbers Lava Font does about 299 damage per pulse (tooltip number) while Overload Fire does 616 + 263 Burning. Also every pulse you get 1 Might stack to you and your party, which will increase both power and condition damage. It’s also a Whirl Finisher which means inside a fire field it can apply even more stacks of burning.

According to tooltip damage, Overload Fire does more damage even than Meteor Shower (which does 486) I really don’t understand how Overload Fire can do less damage than Lava Font. Is the coefficient of it so pathetic low?

According to the tooltip damage Overload Fire should be one of the highest damaging skill of an Elementalist (close to the top)

(edited by maddoctor.2738)

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Posted by: rotten.9753

rotten.9753

Care to explain this? I do not have access to the beta so I didn’t try it but using the wiki numbers Lava Font does about 299 damage per pulse (tooltip number) while Overload Fire does 616 + 263 Burning. Also every pulse you get 1 Might stack to you and your party, which will increase both power and condition damage. It’s also a Whirl Finisher which means inside a fire field it can apply even more stacks of burning.

According to tooltip damage, Overload Fire does more damage even than Meteor Shower (which does 486) I really don’t understand how Overload Fire can do less damage than Lava Font. Is the coefficient of it so pathetic low?

According to the tooltip damage Overload Fire should be one of the highest damaging skill of an Elementalist (close to the top)

I haven’t checked it but have you consider the cast time? Lava font is almost an instant spell and is a fire field which is arguably much beneficial than whirl finisher.

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Posted by: MyPuppy.8970

MyPuppy.8970

This is how i would have imagined overloads. To compensate the tremendous investments and drawbacks, each overload should be equal to an ultimate, or at least to Meteor Shower, nothing below. Other than that, autoattacks and standard rotations bring much more to the table.

Attachments:

Lily Bertine [NG]/[GiRL]
Nerfentalist of Augury Rock

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Posted by: DrDivine.5378

DrDivine.5378

I kinda made a shoutbow esque support build with it and so far its worked very well, sharing auras is pretty OP. Only downside is this build isnt very good for 1v1s similar to bunker guard, but in team fights it can hold its own

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Posted by: maddoctor.2738

maddoctor.2738

Care to explain this? I do not have access to the beta so I didn’t try it but using the wiki numbers Lava Font does about 299 damage per pulse (tooltip number) while Overload Fire does 616 + 263 Burning. Also every pulse you get 1 Might stack to you and your party, which will increase both power and condition damage. It’s also a Whirl Finisher which means inside a fire field it can apply even more stacks of burning.

According to tooltip damage, Overload Fire does more damage even than Meteor Shower (which does 486) I really don’t understand how Overload Fire can do less damage than Lava Font. Is the coefficient of it so pathetic low?

According to the tooltip damage Overload Fire should be one of the highest damaging skill of an Elementalist (close to the top)

I haven’t checked it but have you consider the cast time? Lava font is almost an instant spell and is a fire field which is arguably much beneficial than whirl finisher.

Overload Fire has 11 pulses and it gives a total of 12 stacks of Might while also doing damage and burning. Lava Font on its own is not stacking any might and to get 12 stacks you need 4 (?) blast finishers. Lava Font is stationary while Overload Fire allows you to move around and provide the effects.

I just don’t get it, judging by the numbers and the math, Overload Fire should be an amazing damaging skill, superior to Lava Font. Either the wiki is wrong or the skill coefficient for Overload Fire is so pathetic low that at higher amounts of Power Lava Fonts surpass it. I mean Lava Font has a 3.207 coefficient which means every 1 point of Power is increasing Lava Font damage by 3 points (one of the best damage coefficients in the game?)

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Posted by: Raif.9507

Raif.9507

Care to explain this? I do not have access to the beta so I didn’t try it but using the wiki numbers Lava Font does about 299 damage per pulse (tooltip number) while Overload Fire does 616 + 263 Burning. Also every pulse you get 1 Might stack to you and your party, which will increase both power and condition damage. It’s also a Whirl Finisher which means inside a fire field it can apply even more stacks of burning.

According to tooltip damage, Overload Fire does more damage even than Meteor Shower (which does 486) I really don’t understand how Overload Fire can do less damage than Lava Font. Is the coefficient of it so pathetic low?

According to the tooltip damage Overload Fire should be one of the highest damaging skill of an Elementalist (close to the top)

I haven’t checked it but have you consider the cast time? Lava font is almost an instant spell and is a fire field which is arguably much beneficial than whirl finisher.

Overload Fire has 11 pulses and it gives a total of 12 stacks of Might while also doing damage and burning. Lava Font on its own is not stacking any might and to get 12 stacks you need 4 (?) blast finishers. Lava Font is stationary while Overload Fire allows you to move around and provide the effects.

I just don’t get it, judging by the numbers and the math, Overload Fire should be an amazing damaging skill, superior to Lava Font. Either the wiki is wrong or the skill coefficient for Overload Fire is so pathetic low that at higher amounts of Power Lava Fonts surpass it. I mean Lava Font has a 3.207 coefficient which means every 1 point of Power is increasing Lava Font damage by 3 points (one of the best damage coefficients in the game?)

Should be easy to check. Go in game to the mists, see what the base damage is with no amulet, add in an amulet and see the scaling.

Also, Fire overload requires a channel which against good opponents most likely won’t get off, or you’ll just get kited so all the damage will most likely miss. Lava Font (it has it’s own issues don’t get me wrong) is instant and allows for casting other spells.

Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

(edited by Raif.9507)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Care to explain this? I do not have access to the beta so I didn’t try it but using the wiki numbers Lava Font does about 299 damage per pulse (tooltip number) while Overload Fire does 616 + 263 Burning. Also every pulse you get 1 Might stack to you and your party, which will increase both power and condition damage. It’s also a Whirl Finisher which means inside a fire field it can apply even more stacks of burning.

According to tooltip damage, Overload Fire does more damage even than Meteor Shower (which does 486) I really don’t understand how Overload Fire can do less damage than Lava Font. Is the coefficient of it so pathetic low?

According to the tooltip damage Overload Fire should be one of the highest damaging skill of an Elementalist (close to the top)

I haven’t checked it but have you consider the cast time? Lava font is almost an instant spell and is a fire field which is arguably much beneficial than whirl finisher.

Overload Fire has 11 pulses and it gives a total of 12 stacks of Might while also doing damage and burning. Lava Font on its own is not stacking any might and to get 12 stacks you need 4 (?) blast finishers. Lava Font is stationary while Overload Fire allows you to move around and provide the effects.

I just don’t get it, judging by the numbers and the math, Overload Fire should be an amazing damaging skill, superior to Lava Font. Either the wiki is wrong or the skill coefficient for Overload Fire is so pathetic low that at higher amounts of Power Lava Fonts surpass it. I mean Lava Font has a 3.207 coefficient which means every 1 point of Power is increasing Lava Font damage by 3 points (one of the best damage coefficients in the game?)

I would also add someting here. You cast lava font and can use other skills. Then you cast lava font again in new place. Secondly, it is also that flexibility of throwing many fields vs chasing enemy with nado and then leave nado in point where you finish channel.

I would like to see trait to enchance overloads. Brake stun for fire. Chance for daze on hit from air overload. Resistance for earth. For water maybe confusion stacks in area after end.

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Posted by: Bambu.4270

Bambu.4270

I think the tempest is doing great for what’s it developed for: group events in open world content in maguuma. Well it’s not perfect so here’s what I think should be tweaked:

Overloads are nice but the 5 second initial cooldown seems a bit too harsh. Maybe lowering it to 3 seconds would make it more useful. Also fire and air overload radiuses seem too small, slight increase would make them great while not completely hugging your enemy.

I think the warhorn skills are good as they are now but earth should have at least one combo blaster (focus and dagger offhands have blasters!). So adding combo blast to Sand Squall (earth warhorn #4) would be ideal.

Shouts are nice too but there’s some small issues with them. Wash the pain away is nice except it has no condi removal so it’s hard to replace ether renewal . Feel the burn should give 2 stacks of burn. Shock and aftershock should have lower cd (35-40s?). I didn’t use flash-freeze much but it seems fine. I didn’t use eye of the storm as utility slot but as trait gale song and it felt epic.

The elite shout rebound… I don’t know who was drunk while doing this but it’s not very practical. Most of the time I remember to use it, my autoattack steals the effect and I end up being useless. If I have quickness it’s 100% quaranteed that it’s wasted on an autoattack. I was thinking that instead of reducing next attack by 25% maybe it should instead reduce 2-10 seconds of every skill cooldown in progress. This obviously needs balancing because 10 seconds cd reduction might be too overpowered.

Tempest traits. Combine the speedy conduit and hardy conduit into one minor trait. It’s a bit waste of an minor to focus only on one thing (overloads).

Adept traits. Gale song is simply awesome, love the automatic aoe stun break. Latent stamina, this seems rather weak, maybe increase the endurance gain? and the cd seems a bit pointless. Unstable conduit, I think this should give the aura on activation instead of finishing the overload.

Master traits. Tempestuous aria, this is great trait for the shouts. Earthen proxy, is 7% increase in protection really that strong? seems rather weak. Harmonious conduit seems fine.

Grandmaster traits. Imbued melodies, rather weird one, I wouldn’t choose this trait at the moment. Lucid Singularity, now this is a good grandmaster trait. Elemental bastion, didn’t test this but it looks strong for an aura sharer build.

That’s progress. Hooray for progress!

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Posted by: rotten.9753

rotten.9753

Overload Fire has 11 pulses and it gives a total of 12 stacks of Might while also doing damage and burning. Lava Font on its own is not stacking any might and to get 12 stacks you need 4 (?) blast finishers. Lava Font is stationary while Overload Fire allows you to move around and provide the effects.

I just don’t get it, judging by the numbers and the math, Overload Fire should be an amazing damaging skill, superior to Lava Font. Either the wiki is wrong or the skill coefficient for Overload Fire is so pathetic low that at higher amounts of Power Lava Fonts surpass it. I mean Lava Font has a 3.207 coefficient which means every 1 point of Power is increasing Lava Font damage by 3 points (one of the best damage coefficients in the game?)

Few corrections first: it gives 11 stacks of mights and hits 11 times. Moreover, only 5 ‘hits are “mobile”, the rest are stationary just like lava font is. It’s true you need 4 blast finishers to get 12 might stacks but they last twice as long and provide permanent fury when you yourself blast them.

And ultimately, if you fail to channel it for almost 5 seconds you lose the secondary effect which decreases it’s overall efficiency by more than 50%. That’s a huge risk. On the other hand, you can cast lava font (whose coefficient can be increased by 50% with persisting flames) and do whatever else you want.

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Posted by: fixit.7189

fixit.7189

I been only doing PvE so far.

I went with all cleric’s gear, monk runes, +10 heal per kill/energy sigil, heal food/might stones, and water/arcane/tempest traits = just under 2k heals self buffed….basically direct copy of setup I been using for years (support bunker).

Generally, I do feel I can make more of a difference healing/support wise than live; a noticable improvement which is nice. The added burst of overloads also is really helping me get tags for loots and events which is also cool. This is some thing I have struggled with for years. Overloads helps big time with that.

I really like the concept of those Overloads but like others say…they need buffing or something. To easy to interrupt thus a long lock out and the output of these seem rather low considering the risky channel times.

New shouts; I like the fire one but the rest not so sure about…don’t seem that great due to long cds. Still over all I think they are neat.

And finally that new elite…not very good, I can’t forsee using that in any mode unless it’s in a team on vent…even then idk. I’d throw it out and make a new one like a nice strong aoe of doom. One could hope!

Anyways, having a lot of fun with tempest so any potential buffs/improvements would be fine by me!

note. Water Overload…omg <3 <3 <3!

(edited by fixit.7189)

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Posted by: rotten.9753

rotten.9753

I think the tempest is doing great for what’s it developed for: group events in open world content in maguuma.

The thing is, does the open world content warrant an “elite” specialisation?

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Posted by: Crimsonbeak.3751

Crimsonbeak.3751

“Rebound.” – delete it and we will forget that ele can use elite skill. Do not create usless elite like this.

How many times can we repeat this?
I really hope Anet give us a proper elite.

Really. How hard can it be for ANY Anet developer to simply come in here and at least write something like “We are aware eles aren’t happy with Rebound, we’re working on something new for it.”

Easiest way to fix the elite skill slot is to just allow regular skills to be slotted in there.

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

Only usfullnes i see is auramancer (traits and shouts). Take it and sacrifice damage/survivability for teamsupport.
Rest looks like garbage.

While tempest has some nice aura traits (that would make much more sense in other traitlines, water especially) overall the problem with auramancer is that the aura traits are just too much all over the place.

So you’ll have tempest, and then you NEED earth for the protection on aura – but earth doesn’t give anything else for auras now that signets don’t give auras anymore. So you’re left with 1 free trait line and what’s it gonna be? Air would be good for more auras and boons, so would be fire and of course water for powerful auras (which is overall a really weak trait now and never competes with cleansing water).

Last of the Red Hot Swamis

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Posted by: MrSilver.5269

MrSilver.5269

They need to give us a trait that give us 3k more HP when using a warhorn, like the Guardian has.*

I absolutely disapprove with that suggestion. Forcing everyone to use Warhorn if they want to Tempest…

Instead of when you equip warhorn, increase HP and toughness when you select the traitline.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: MrSilver.5269

MrSilver.5269

Overloads need to be uninterruptible. Add stability to the cast, and shorten the cast time and significantly increase the damage. The radius is too small, and the overload needs to be targetable at 1200 range.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.