Tempest Beta Feedback Thread

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Posted by: Retsuko.2035

Retsuko.2035

Not sure where to post.

But seems I found a bug. Without the trait powerful aura, the aura frost aura duration from flash freeze lasts 5 seconds, with powerful aura, it is increased to 10 seconds. Shouts already share aura’s so in this case duration is doubled with the trait. However on the shout, “shock and aftershock” the duration on the magnetic aura is not doubled like it did with frost aura on flash freeze shout when activating the powerful aura trait.

No idea how the shouts are supposed to work with powerful aura, but doesn’t seem to be the same mechanics, so one of them are wrong.

Retsu ~ Inner Monkey [IM] ~ Piken Square

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Posted by: Pengy.9580

Pengy.9580

My main gripe about the Tempest are their animations…ouch…do they need some work. The overload earth needs a lot of changes, my female norn has one foot floating in the air. Also, the animations for UW need to be updated, they look super silly.

I just tested the Charr’s animation for earth overload. Here are some screenies…please update these. And water….

The elite= useless, no one notices the benefits, it’s really wasted. Severely underpowered and not worth taking.

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(edited by Pengy.9580)

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Posted by: Retsuko.2035

Retsuko.2035

A couple things that could be added/changed in my opinion.
Speaking from World vs World point of view mostly.

What devs need to take in mind is that the gamemode they want to create on tempest goes at the heavy cost of damage since we need to mitigate damage as well with the squishuist class in the game (lowest armor and lowest HP) That means the things we can do in return should be awarded accordingly, meaning better healing and better support/CC on frontline.

Some suggestions I have so far:

Sand Squall (warhorn skill): Make this a blast finisher.
Warhorn does not add any blast finishers, so with dagger we only have 1 so far. A blast finisher in earth would be incredibly helpful to make the spec work.
Also, I rather have the blast finisher on sand squall than on the earth overload if it would be too much on both. That way it’s easier to manage your blast finish in the position you want it to be. With overload earth it’s too hard to make your blast go off at the spot and time when you need it to go off. WvW has a lot of fields going on, and you want to make sure you blast the right field at the right time.

Water Glove: Field too small
It’s a nice waterfield, very creative. But since it’s a moving one, I think the field should be a bit bigger (240 radius instead of 180).

Lightning Orb: Travels too far, too fast
Make it shorter ranged and less faster traveling. Since you’re pretty much stuck in frontline combat, you don’t want to see your orb moving off right away. Right now it does too little damage.

Dust Storm: Radius too small
The radius of 180 is too small on this skill. Should be 240.

Overload Air: This one is a joke.
The vulnerability effect is laughable with this skill. It’s not only easy to avoid since the radius is small, but in general 1 or 2 stacks of this is not worth using it. If it could be completely changed and instead or have it added with the daze or stun effect on impact (1 second). That would make the overload worth using.

Overload Fire: Radius is terrible.
Skill looks fun, but the actual effect is not threatening at all. Does mediocre to low damage and you need to be practically standing on someone to make it hurt somewhat. Nobody is going to stand still on your fire tornado either. If the radius was bigger (360) it could maybe have some meaning in bigger battles.

Overload earth: Seems to be at a good place
Only the blast finisher is too unreliable with this skill. Either add an extra finisher on sand squall, or move this one to sand squall instead.

Overload water: Seems fine so far.

Eye of the Storm: Lackluster, is missing something.
Maybe be consistent and add the shock aura for this shout? Would make this a proper shout to use. The speed isn’t very strong and not exactly noticable compared to swiftness.

Elemental Bastion: Needs a tad bit higher heal on aura’s.
The healing power is scaling very badly with any skills and having this heal between 700 and 750 is just a bit too low. Maybe make it around 1000 -1200 to make it more worthwhile and have an impact on the battlefield.

Imbued Melodies: Add something else to it.
Perhaps shorter cooldown for warhorn skills on this trait? Or make it give stability as well next to break stun.

Speedy Conduit: No need for this.
Lack of creativity here it seems. We don’t need extra swiftness from overload. Others most likely provide us with enough swiftness so this minor is a waste for the tempest.
Replace this minor with Earthen Proxy, and add a new master trait that gives heal on using shouts.

Retsu ~ Inner Monkey [IM] ~ Piken Square

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Posted by: BlackBeard.2873

BlackBeard.2873

Eye of the Storm: Lackluster, is missing something.
Maybe be consistent and add the shock aura for this shout? Would make this a proper shout to use. The speed isn’t very strong and not exactly noticable compared to swiftness.

Just to point out, this shows their laughable lack of creativity with this spec/the ele class. Putting a shocking aura on Eye of the Storm makes “Gale Song” functionally equivalent to “TEMPEST DEFENSE” Somehow air is more tempestuous than tempest is…

Anet has no clue how to develop for ele.

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Posted by: nearlight.3064

nearlight.3064

Eye of the Storm: Lackluster, is missing something.
Maybe be consistent and add the shock aura for this shout? Would make this a proper shout to use. The speed isn’t very strong and not exactly noticable compared to swiftness.

Just to point out, this shows their laughable lack of creativity with this spec/the ele class. Putting a shocking aura on Eye of the Storm makes “Gale Song” functionally equivalent to “TEMPEST DEFENSE” Somehow air is more tempestuous than tempest is…

Anet has no clue how to develop for ele.

I still want them to merge traits together and create a new trait called “Tempest Offense” that would give 20% extra damage from overload skills and from skills used in an overloaded attunement (when its on cooldown). Or maybe 20% extra damage from having the overload be charged and ready to use, but then people would use them even less :P

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

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Posted by: Empty Sky.6354

Empty Sky.6354

Overloads are cool,but weak at the same time. You interput it by swapping attumnets or if you dodge.
Might stacking is even easier now…overload fire,#4 on wh and ur team sits at 25 might stacks…and you only used 2 skills. Imagine,how people will react to that and enjoy reading forums.
On warhorn…#5 on Air is kitten…does little damage,goes away from you real fast. #5 on water wh,could also move a bit slower.
Air overload is also weak in dmg.
Shouts are a joke. Not even a trait to reduce shouts cd’s.

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Posted by: Mahuyo.3079

Mahuyo.3079

I really like the idea of Tempest, but it seems to have so many problems associated with it:
Warhorn, don’t seem like i can run around that well with it and though out stuff. I tryed it with my current build (swapping out 1 line for Tempest) and felt like i wasn’t doing anything, and melted really quickly, so tryed a Auramancer build and work eee, and took Element Bastion and the healing was horrable there was no real effect that was “O got health” because the instance i got the health i got downed or defeated, so i ran it with staff (tryed to swap around), and when i did, i did find that water overload was really good brought me from low health to about 75% once finished, and the other overload i were using them to try to like them, but i’m not really.

my suggestions on to improve them
1: make all overload charge time 2s
– Fire and Air being Ground target able to about 1200 and make the effect a little smaller then Meteor Shower.
- Water give a small amount of 1 time use skills that do some healing to others
- Earth maybe give it a speed boost and Dmg boost

2: Tempest really needs that dmg% increase, i would say at least 10% more dmg.

3: Give shouts condie cleanse, i know trooper does this but i don’t think eles are going to play with trooper runes many because we are dmg base class.

4: have shout give boon based on the shout, like “Feel the Burn” gives 2 Might, “After Shock” gives Protect 2s, “Flash-Freeze” give Regeneration for 5s.

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

My wishlist of Tempest changes:

Overloads:

  • All Overloads now grant superspeed while channeling by default.
  • Overload Fire: now grants aoe retaliation when finishing the cast.
  • Overload Water: now converts 2 conditions on allies into boons when finishing the cast.
  • Overload Air: range increased to 750.
  • Overload Earth: now also pulses aoe bleeding.

Traits:

  • Minor Adept Trait: added Overloads granting superspeed while channeling.
  • Minor Master Trait: Reworked – now instead grants protection when you gain swiftness or superspeed. 10ish seconds cooldown.
  • Minor Grandmaster Trait: Reworked – now instead heals you (for a minor amount) whenever you gain a boon.
  • Unstable Conduit: now grants the aura when you start overloading instead of when you finish the cast. Now also reduces Overload cooldowns by 20%.
  • Tempestuous Aria: now also reduces the recharge of shouts by 20%.
  • Earthen Proxy: Reworked – now instead gives you retaliation when you gain protection.
  • Harmonious Conduits: Reworked – now instead gives you a single stack of stability when channeling a skill.
  • Lucid Singularity: Reworked – now instead grants you retaliation, aegis and protection after staying in an attunement for 10 seconds. 20ish second cooldown, per attunement.
  • Elemental Bastian: now casts an instant Flash-Freeze when hit below 75% instead of giving a frost aura. 30 seconds cooldown.

Shouts:

  • Wash the Pain away: now also heals you for an additional 2000 health after finishing the cast.
  • Flashfreeze: now also inflicts a single stack of torment.
  • Feel the Burn: now inflicts 2 stacks of burning.
  • Shock and Aftershock: now also inflicts 5 stacks of bleeding.
  • Eye of the Storm: now also grants shocking aura.
  • Rebound: Reworked – Shout and infuse your allies with surges of energy, granting them Aegis and the aura corresponding to your current attunement. Now also instant cast. 60 seconds cooldown.

Warhorn:

  • Wildfire (fire 5): cooldown reduced to 25 seconds.
  • Sandsquall (earth 4): now also is a Blast Finisher.
Last of the Red Hot Swamis

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Posted by: Retsuko.2035

Retsuko.2035

Another thing I like to add on Water Globe (Warhorn skill 5 in water).

The speed in which the field travels, should be based on your char’s speed. With swiftness, the field is too slow. So with swiftness active, the skill should detect it, and have the field travel faster. Else it’s pretty useless.

Retsu ~ Inner Monkey [IM] ~ Piken Square

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Posted by: Zxavier Augistine.7312

Zxavier Augistine.7312

from what i played of the elementalist i found tempest to be… depressing. i have no use for this elite spec the warhorn skills don’t do enough to justify its use.

Fire 4 doesn’t do enough for me in fights i forget it even exists at times just like water 4 air 4 and earth 4 these skills as a whole are “ok” just they are very ineffectual to me as a player and they don’t offer any interesting combat elements. fire 5 is too long of a cool down but is ok on its own.

water 5 doesn’t heal enough and should be slowed down so i can actually blast it for heals.

Lightning Orb oh sweet baby Jesus this skill is so buggy on an incline. multiple times on stairs i have gotten an invalid path error why can this skill not travel up an incline? can this ever be fixed if i can climb stairs why can’t an elemental ball of lightning not just reverse slinky its way up them this also needs to do more damage its much too weak.

Earth 5 again its “ok” i have nothing good or bad to say about it its a skill ill probably not use if i ever decide to use the warhorn.

the over load skills as they stand need some work. Fire is good i can use fire no problem there should be an indicator on the skill that lets us double tap it to leave the tornado where you stand on the tool tip. water overload NEEDS TO HEAL MORE this is absolutely trash as it is (imho) as an overload it should give you a distinct reward for losing access to the attunement at least when the skill ends it should burst heal for a large amount. 2k~2.5k at the least. Air needs more damage as it is its respectable. Earth has got to be a pulsing knock down and not a cripple or some crappy condition skill please make this a 1 sec knock back.

Traits need work we need to have some kind of damage modifier like 2%~5% damage for each aura you have applied to yourself and allies. the current traits dont make me want to take the Tempest line over the current lines we have. i dont want to say every elementalist but a good amount of them use 2 major lines Water and Arcane and have only used them from the first year of the game until now since these lines offer defensive options and sustaining options and damaging options without having to branch out into too many other lines.

The shouts are “ok” they wont replace Cantrips in the slightest. wash the pain away isn’t anything i would use over our signet heal, or Ether renewal. the elite shout is a complete waste of my time this elite falls into the unfortunate pile of things i will NEVER use. i long for a day when elementalists have an elite skill that doesn’t make me wish for another utility skill on my bar.

that’s my two cents on the elementalist. overall id say pass on everything this elite spec, it doesn’t give the elementalist enough that would make you take the tempest over other better trait lines. i hope that there is a dev reading our posts otherwise if this ships as is i fear we’ll have to wait for a feature pack in HoT to bring this spec up to par with everything else i have seen so far.

people are the reason we cant have nice things…
Guild Wars 2: waiting for content simulator.

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Posted by: Menaki.6329

Menaki.6329

Playing tempest in wvw, big blob fights, one time with aura sharing onetime as a healer. For me, I like the new elite skill rebound, just wish it would have a shorter cd, the first elite which I spammed all the time either to reduce the cd of the meteor shower or of the big water. Defense Sieges were melting faster than without. I forgot to press overload most of the time except on water, I already have enough buttons to press and to stay alive in such fights, so I don’t really need them. Most of the utility skills were useless for this kind of gameplay. The heal skill was okay, not great but okay, it could be worse. Warhorn was funny, but if everyone wanted staff ele’s on the battlefields, it needs more providing waterfields for being an alternative.

[KILL] – Jade Quarry

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Posted by: Xillllix.3485

Xillllix.3485

Playing tempest in wvw, big blob fights, one time with aura sharing onetime as a healer. For me, I like the new elite skill rebound, just wish it would have a shorter cd, the first elite which I spammed all the time either to reduce the cd of the meteor shower or of the big water.

I suggest you try the new alacrity boon on mesmer. Then you will be wondering as I am why Anet doesn’t give this new elementalist elite the new boon for an skill which basically does what alacrity does (just terribly badly in comparison).

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Posted by: Ignavia.7420

Ignavia.7420

Overload Fire: It should be a growing AoE. At the beginning it has a 180 radius, but as you keep spinning you suck in more and more air which extends the radius up to 360. In the same way, the number of targets could be increased every tick. Similarly the temperature in the fire tornado could rise, thus increasing the damage or the duration of the burning stack every tick.

Water Overload: This skill should grant you and up to four allies around you a buff that increases incoming (or outgoing ?) healing by 33% for the next 8s. So while you are giving up most of your healing other people in your group benefit from it.

Air Overload: How about a stacking buff to precision or ferocity every tick (or hit ?). You get the greatest benefit at later stages in the channel.

Earth Overload: This one is fine, it has some good defensive potential and can be used for the cripple and immob as well.

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Posted by: yobfael.3158

yobfael.3158

My thoughts on Tempest from a primarily Staff PVE point of view(mostly in verdiant brink).
I tried all wep combos out and just kind of went back into staff doing the open world verdiant brink stuff. Spent a little time Friday night trying it out with my guildies in WVW for reset. I had fun with it. Overall the Spec is a lot of fun, but needs some adjustment.

But i feel in PVE im just finding myself spamming shouts for the might gain from being traited. I also feel in general the shouts could be improved a little bit, especially the cool down on shock and aftershock. The Elite shout I found to be meh, but a couple people I partied with enjoyed the cool down reduction.

The attunement overloads. Mechanically this changed a lot of how i played in PVE. But i don’t feel the payoff/devastating effects of using them other than being locked out of an attunement for longer than usual. I really hoped Air overload would take Glyph of storms off my skill bar, however the vulnerability application on that.. could be better.

When i was using War horn i had a lot of fun with it. Played it with both Scepter and Dagger main hands. One thing i did notice. Phoenix would not blast finish wildfire’s fire field. occasionally neither did Arcane Brilliance or Arcane Blast. I do feel the war horn doesn’t bring to the table no where near close what a focus could bring, or off hand dagger.

The Traits. From a PVE’r perspective (I dont do speed runs, I run meta builds, but more on the casual side these days, not serious or anything) the spec line could use some adjusting. I honestly felt lost in what Anet is trying to make tempest do with the line. A glorified Auramancer? If so, auras could really use some work in that case. Im not calling for damage modifiers or anything but the way Elementalist Spec lines are, each line is pretty specific. And i just dont quite feel that with the Spec line for Tempest.

Anyways this is my thoughts on it.. Overall i really enjoyed the Tempest, just needs to be adjusted a little bit more i think

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Posted by: Lyger.5429

Lyger.5429

Anyone else think water overload needs invulnerability? I also feel that overloads need to either be like 2 seconds to charge any longer than that and the rotations get messy.

(edited by Lyger.5429)

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Posted by: Pazu.8320

Pazu.8320

After a full weekend of both PvE and PvP, I have decided that Tempest is quite fun! I had a good amount of success with a Fresh Air d/w Air/Water/Tempest with cantrips. However, many things feel off.

What I like:
1. Warhorn is great, with some tweaks it’ll be perfect.
2. The concept is nice. I understand people complaining about the 5s requirement to overload, but it never really felt like a problem to me.

Here’s what I feel it needs:

Warhorn:
1. Needs a blast, probably on Sand Squall.
2. What happened to the boon rip on Wildfire? That skill needs a little something more for the slow spread it takes.
3. Casting Lightning Orb is a bit awkward.
4. Dust storm is hard to see and slow to expand.
5. Cyclone could use a slight pull range increase considering the slow cast.

Overloads:
1. Overload radii all need an increase.
2. Consider allowing attunement swapping during overload channel.
3. Water overload heal is weak considering the channel. Compare it to casting Healing Rain and then blasting it. Perhaps makes this overload also a water field that moves with you?
4. Earth overload doesn’t feel tanky like it’s supposed to be. I don’t know if it’s just the small radius though.
5. Air overload lightning field is too short, and why doesn’t it stun? I spend 5s in air and then another 5s cast for a 3s field that I can barely combo once?

Traits:
1. Combine Speedy and Hardy Conduit. Consider making these affect friendly players within the overload radius to give us an alternative to Elemental Attunement.
2. Give us the option to gain stability of quickness on overload.
3. Gale Song is an amazing trait. It seems to let you continue an interrupted overload, though this happened inconsistently for me.
4. Lucid Singularity feels weak for a GM trait. I like that it removes snares, but I’m not going to use my overload just for that purpose and if I’d have to I’d be as good as dead anyway. I think it might be interesting to have this trait convert up to 3 condis to stability or quickness.
5. Unstable conduit needs to provide the aura at the start of the channel.
6. I felt stuck using Cantrips because Shouts could not be traited to add survivability. And please, don’t tell me I can take Soldier Runes. Shouts need something like Soothing Disruption to be usable.

Shouts:
1. I had almost no opportunity to use them because I dies too much when I didn’t run cantrips.
2. Gale Song is the only instance of a shout I used and I love it as a trait, but I would not spend a utility slot for it.

I think that’s it from me.

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: Leo G.4501

Leo G.4501

Want to help out by leaving my feedback for the weekend. Got to play a bit on Saturday and all Sunday evening.

Personal background: I’m a casual player, tend to play a good amount when I have time or not at all for long spurts. In fact, the last time I truly spent time on my ele was almost a year ago (been playing my warrior, thief and Ranger a lot the past year. . . It’s been even longer since I played my mesmer!). Also, currently away from home for the past few months and been a bit reluctant to try learning a new pc configuration (bought a 6 button mouse this weekend for my laptop, used to a 15 button gaming mouse) and it felt like learning the game from scratch with this configuration.

Feedback: okay, I’m approaching this from the perspective of a new player in PvE… sort of. I started out slow, learning how to use each war horn skill in conjunction with a scepter. When I learned their quirks I added in the overload then finally moved to the next attunement and did the same, spending approx 10-15min on each attunement.

Fire – quite enjoyable. In fact, after I pretty much tested how all the attunement skills worked, I found the weapon combo worked decently by just staying in fire. It could stack a lot of might with little effort and with my build (no arcane) also provide fury, swiftness and protection with just overload and a shout. The problem comes when trying to blast. Phoenix most of the time failed to blast and Dragon tooth sometimes failed as well. All in all, I could do a lot of damage without a complex rotation and a boat ton of boon spam as well as not die at a slight wind. Sometimes it was hectic getting the OL off but there are other clever ways to utilize it outside of the obvious ways. All in all, s/wh fire is alright and the OL is decent and fun to use.

Water – the main problem I have is scepter. WH works decently and the overload can function as a condition cleanse substitute if you would like to try investing elsewhere. But there’s nothing to do while you stay in water so you likely will swap out but doing so locks you out of it longer if you overload. So it feels more a sacrifice if when you do overload. There’s nothing in it to stick in the attunement and overload. Somehow your supportiveness needs to boost up to get you to stick inside it otherwise it feels the reverse of fire (which feels like it wants you to stay in for more damage).

Air – I wanted to like air but it’s pretty bad. Scepter air is more for swapping, war horn air isn’t good, the air zipper is alright but comes out too slow, the orb is just bad, it barely does anything, and the overload is just meh. Maybe it’s meant for conditions specs to stack vuln? It feels plain and doesn’t do much damage. The lightning field is nice but also meh.

Earth – main complaint I have is with the overload being too small a range. Scepter is more a utility than defense weapon as is the WH. The overload is kind of a blend of utility and defense. It just needs better off one or the other. I can see myself staying in earth to help set up foes for damage but the overload isn’t a big help, nor is it good to keep yourself alive or even to escape. If I could snare more foes somehow, it’d help the OL utility and be helpful for escape.

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Posted by: tostadude.9214

tostadude.9214

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Posted by: BIGHARSHNESS.3510

BIGHARSHNESS.3510

4) How about giving Elementalist a chance to deal chill damage? Can add that in one of the Tempest grandmaster spec.

I disagree, the salty necros are already angry at us for getting “better” shouts than them. Also deathly chill on reaper is really underwhelming right now with its really poor scaling.

Ahem… you can have chill… we actually want it traded out for more damage. :p

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Posted by: Grimreaper.5370

Grimreaper.5370

I dont think the minor traits in tempest except for maybe the adept should be linked to overloads, they should change the master and gm minors to associate with auras imo, would make more sense for the sake of diversity. They should also try and add some traita that could enhance dagger and/or scepter.

Please just scrap the current overload design and change its functionally to something else which wont lock us out of an entire attunement. It would be soo much cooler if overloads could just enhance our current attunement abilities in some sort of fashion opposed to locking us into a channel which will be easily countered.

There has to be some way overloads could become useful with out locking us out of an attunement as well as taking skill and not becoming op…

(edited by Grimreaper.5370)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Rebound! some feedback about it, ideas:
- next skill can’t be rupted and recharge 33% faster – first suggestion. Sounds better? Sound more valuable?
- next 2skills can’t be rupted and blocked, on use send 5 foes float for 1s in 1200 radious around you + dmg. Offensive elite idea.
- next skill cast immediately, can’t be rupted and recharge 33# faster. Full support for next skill from that elite idea.
- next healing skill used by you and your allies remove one condition. From each affected ally that used healing skill during rebound duration, you gaining 10% of their healing done. If I came with sth more I will post.

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Posted by: Salshazar.7023

Salshazar.7023

Imo the problem with the Tempest is, that its mechanic goes contrary to what the Elementalist base mechanics actually are.

The only attunements that the Elementalist stays in long enough to actually get the option to overcharge it, are fire in player versus environment and air in player vs player.

However, you never stay in water or earth for the 5 seconds it takes the overcharge to be available, and even if you did, overcharging it then would be counterproductive, as you are crippling yourself, by putting the attunement cooldown on an extra 10 seconds (6 if traitet) for a total of 20 seconds attunement cd, wich defeats the purpose of water and earth.
Eles go into water for heals and cleanses and then leave it again ASAP, in order to put it on cd, so that it also is available again ASAP.
Earth is the same. We use it to migrate damage with protection, or gain stability, or use blast finishers, as well as invulnis, only to get out of it fast again in order to put it on cd so we can attune to it again sooner rather than later.
Ergo we will never stay the 5 seconds and lock ourselfs out of it for 20s instead of just 9s base with the Arcana traitline.
Not to mention that the overcharge effects are utterly bad for the price they cost, with perhaps fire being the exeption.

The warhorn offhand was also a bad idea, because we already have 2 excellent offhand weapons.
Dont misunderstand me please, im not a sword fanboy. I actually like the warhorn, however we needed another mainhand, not an offhand.
As it stands now warhorn is either worse than dagger and focus and will see no play, or replaces either dagger or warhorn, wich will also be bad.
Either way, it doesnt increase our options, especually since the scepters sustained damage is horrible due to its horrible auto attacks.
So that leaves us only with the dagger as a mainhand (staff doesnt even compete here cause it a 2 hander).

So how can it be fixed?

Imo tempest needs to add something on top of that, wich we already are doing, in order to make it worthy for either replacing water, or arcana in our pvp setup.

This is how I think this can be solved:

First of all, get rid of the cd till overcharge. Make it available the moment we hit the attunement.

Second, make the overcharging push us out of our current attunement when the channel is done and place said overcharded attunement on a normal 10 seconds cd, just like we went out of it on our own (in order to still be able to chose wich attunement we go in when overcharging, keep it so we can switch while the overcharge animation happens. If we dont switch ourselfs make it switch automaticly on a priority system. If all attunements are on cd, make overcharging impossible).

Thirdly, buff the overcharge effects.
Give all (exept water) a baseline stack of stability. Air overcharge needs its damage increased to make it worthy of a cast, earth needs to knock down foes during the channel every 2 seconds for 1 second and water needs its healing beefed up.
My personal preference would be that it would scale bad with healing power, but heals half of what the elite water elemental heals with its active skill, during the overcharge channel. That way it wouldnt become op on celestial, but non healing power builds would actually get a nice extra heal, every 12 seconds or so. Also without stab on water overcharge, the heal would be easy to interrupt wich I think is fair.

All right, on to the warhorn:
As i have said, another offhand was a bad idea, but if you really want to roll with it you need to give it a niche role that both dagger offhand and focus cannot fullfill at the moment, that however at the same time, is viable. What that would be I cannot say, because honestly, nothing comes to mind, however if you truly dont want to give us another mainhand, you definatly have to fix the scepter auto attcks. No way around that. It should be done anyway but its even more important then.

Last but not least, and this one is like a slap in our faces, cause we have been asking you for a good one since forever: give us a kitten elite worthy of the name!
Compare the elementalist ones to all the elites mesmers, engis, warriors and necros have, and you will notice how bad ours really are, but the new shout is just not even funny anymore. Its like you guys are not even trying to sell us kitten as rain anymore, but straight pee in our faces!
Make it a strong aoe alacrity buff that lasts for 10 seconds with a reasonable cooldown.
I mean we deserve a good elite, come on!

Anyway, thats my 2 cents.

Cheers!

PS: for gods sake, fix skill 4 on the fiery greatsword already. You nerfed the trail damage and the stacking but never gave us the actual damage increase on hitting a selected target with the skill for compensation, like you promised in the patchnotes back then.
Only the tooltip has been changed not the actual skill!

Tempest Beta Feedback Thread

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Posted by: Khenzy.9348

Khenzy.9348

I played Tempest extensively during this BWE. I did the PvE (beta) story, explored the new maps, I did Fractals, I even map completed Orr (well, the hero challenges at least), I played WvW zerging and small squad roaming, and I played sPvP, conquest and stronghold. I definetly played WvW and sPvP the most.

— Overall Impressions from PvE:

Tempest and the Warhorn do not offer any more damage than other alternatives such as dagger and focus, as you’ll be obviously missing one of the other specs by taking Tempest. There are no damage modifiers in this trait line, that’s not necessarily a bad thing as the full damage zerker meta may not be as optimal come the expansion. For old content though, the Warhorn and the spec in general just pale in comparision. Focus is almost needed for high level fractals and the feel and flow of the D/D set just feels better for general PvE.

As we’ve been saying time and time again, the overloads are not worth casting, unless you’re Fresh Air so you can stack 20+ stacks of vuln with Warhorn air 5 and Air overload, or easily stack 25 might before a big battle with Fire overload and Warhorn fire 4. Dispite those situations, you are just better to continue on with your rotations. Overload numbers are nowhere near there considering the risks they take. More on this later.

The use of utility skills is way more flexible in PvE, so shouts applying weakness and giving some might stacks can be worth the slots they take. With the exception of Rebound, unless hugely coodinated (and even them, imo), this one is absolute crap.

— Overall Impressions from sPvP and WvW:

For WvW zerging, Tempest is a gimmick that just doesn’t work. Your Guardians are not going to be using their stabilities so you can overload your attunement for a crappy effect and lock your attunement for a lond period, they are going to use their stabilities to push forward or do a tactical reposition/retreat. They may have a saving grace in Warhorn water 5, as it’s a valuable water field. But to wield a warhorn you have to take tempest, and tempest is all about overloads, and overloads are crap in zerging. This ‘tandem’ is going to be repeated all over this post.

With that said, for small group WvW roaming (NOT for solo) having a warhorn was actually pretty great. Warhorn has 3 skills that make it worth having around in these situations: Heat Sync, Water Globe and Sand Squall. You can share 25 might stacks with Fire Overload and Heat Sync just before an engagement which is pretty strong in itself. Heat Sync can also share your regen, vigor, protection and so on making it really strong in mid fights as well. Water Globe can provide really decent burst healing (alongside water overload) as long as your party mates are decent enough to blast it. Sand Squall just extends your boons and provides huge protection uptime. The boon uptime on all your squad group can be amazing, add in there a second tempest in your party and your other 3 members would be empowered to high heaven. You’re a boon dispenser.

In sPvP, the Tempest can be really valuable in teamfights, but as expected, it falls short when compared to D/D and it just loses all its value due to the crappy overloads, and as I said, the risks are not worth it, they are just interrupt bait, overloads are just not viable at all, and that makes more than half the Tempest, if we could only use warhorn without the need for that badly designed spec.

Continues below…

(edited by Khenzy.9348)

Tempest Beta Feedback Thread

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Posted by: Khenzy.9348

Khenzy.9348

What I’d change from traits:

—You now have to wait 3 seconds to get an overload instead of 5.

—15s attunement lockdown is now base. Harmonious Conduit redisigned. It now gives 2 seconds of quickness after finishing an Overload (nice reward to get that Overload off).
Afterthought: Or it gives 3 stacks of might when an overload is finished or during the channels (if you have to interrupt your might stacking rotation, might as well get some might in return to compensate).

—Speedy Conduit minor trait now provides Super Speed (instead of swiftness) as long as the channel lasts, if the channel stops or gets interrupted, you lose the buff (eles already have tons of swiftness, it kind of overlaps, this would also provide much needed mobility to Warhorn).

—Unstable Conduit now has a 10 second ICD per attunement (like Evasive Arcana trait) to prevent high uptime of Shocking Aura from Fresh Air.

—Tempestuous Aria also reduces shout CDs by 20%.

—Earth Overload no longer has a breakbar. Lucid Singularity, in addition to it’s current effects, gives 1 stack of stability during an Overload channel.
Or Earth gets to keep the breakbar, and only Air, Fire and Water recieve the stability stack.
I don’t know if giving all the attunements a breakbar would be too strong or not.

—All Overload skill numbers adjusted accondingly to be worth the cast.

  • Overload Earth. Now pulses blinding during the channel. The end effect now causes massive bleeding in addition to its current effects. Or it can pulse bleeding and have blind on the end effect.
  • Overload Air. Damage and radious significantly increased. It now also pulses 1 second of weakness during the channel. The end effect now leaves a lightning field on the ground for x seconds, it stuns enemies that try to cross it.
  • Overload Water. It now converts conditions into boons during the channel. You’re now considered a waterfield during the channel. The burst healing when the channel ends is significantly increased.
  • Overload FIre. Damage and range of the effect slightly increased. You reflect proyectiles when channeling.

What I’d change from Warhorn skills:

—Wildfire fire field is placed on the ground twice as fast.

—Lightning Orb redisigned. Lightning Orb now travels much faster and pierces foes damaging them and applying vulnerability. You can teleport to your current orb location or you teleport automatically at the end of it, in doing so you release a barrage of damaging lightning bolts. Each bolt applies 1 stack of vulnerability. It would be the ground version of the underwater bubble thingy.
Or easier alternative to change it: The orb stays as it is, it just moves way faster and now gives you the option to teleport to it.

— Tidal Surge now moves way faster (so it can knockback sooner!).

— Water Globe now moves slightly slower (so we can more easily blast it!).

—Sand Squall is now a blast finisher (this skill screams Blast Finisher! sorely needed for warhorn).

Shouts: Eye of the Storm! now grants Shocking Aura (for consistency, and now Unstable Condiut has an ICD to balance it out).

Rebound: It applies x seconds Alacrity AoE, it also reduces you current attunement CDs by 50%.

(edited by Khenzy.9348)

Tempest Beta Feedback Thread

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Posted by: Pocket.2740

Pocket.2740

A lot of good feedback in this thread, adding my thoughts:

Overloads: Using these feels so underwhelming, the cooldowns are too punishing, I feel as though I could be more effective by not Overloading. Some ideas for changes:
1. Being able to switch attunements while the channel is active
2. Having Stability applied in addition to or instead of Protection in the Grandmaster minor trait
3. Reducing the time taken to charge the overload and the cooldown afterwards
4. Making the Overload skills themselves more impactful. I.e. pulsing condition cleanse on water, pulsing AoE Stability on Earth, AoE Retaliation on Fire etc.

Rebound Elite: Again this feels really underwhelming and feels like it requires too much micromanagement. Some ideas for changes:
1. A stronger selfish effect, e.g. reduce next skill by 50% to self and 25% to allies
2. An AoE field that is displayed on the ground in which the next X number of skills benefit from reduced cooldown
3. An additional effect such as increase boon durations by 20%
4. Also increase cooldown of next enemy skill by 25%

Warhorn: My favourite part of the Tempest, a couple of tweaks that may be considered:
1. Earth 4 a blast finisher
2. Water 5 a larger AoE

Tempest Beta Feedback Thread

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Posted by: Adrian Guardian.9480

Adrian Guardian.9480

Staff + overloads + shouts felt strong (earth excluded), both in PvE and Stronghold. So much damage from the fire and air overloads, as long as you could snare enemies in the lingering AoE. And a lot of fun with that build.
Maybe people struggle with the the overloads because they ran dagger or scepter, which aren’t as attunement-camping-friendly as staff.

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Posted by: Malchior.5732

Malchior.5732

Staff + overloads + shouts felt strong (earth excluded), both in PvE and Stronghold. So much damage from the fire and air overloads, as long as you could snare enemies in the lingering AoE. And a lot of fun with that build.
Maybe people struggle with the the overloads because they ran dagger or scepter, which aren’t as attunement-camping-friendly as staff.

They ran dagger or scepter because Tempest got an off-hand weapon. You’d think it would work, right? Warhorn was designed with Tempest’s Overloads and Shouts in mind, right?
Rather, using Overloads is almost always a waste of time and a huge a risk. No one is ever going to just stand there while you spin around like an idiot. In PvE, anything is viable, but Tempest is completely out-classed in that regard too. Why bother going into Air for 5s on Staff? You wouldn’t. You can argue doing Fire Overload over Lava Font in PvE, but that means you gotta drop a damage line.

Tempest Beta Feedback Thread

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Posted by: Manifibel.8420

Manifibel.8420

My thoughts on Tempest.

First thing is the Overcharge Animations for Water and Earth. Fire and Lightning is great imo.
On some races from what I have seen, the bubble can be a little to small, like with Charr, the tail should stay inside. It needs a few ajustments.

Earth I dont like. Your character doesn’t naturally fall to the ground when it ends, but instead stands in the air in a static animation, and is teleported back to the ground. Also your character doesn’t raise with the earth when using Earth Overcharge, but instead very brefly is raised up and then the earth comes. I know its probably really hard to time the two animations, but it just makes it feel bad.
And now the thing I dislike the most about Earth Overchage is that the rock animation doesn’t feel like it belongs to the ground.
Things you could do to make it better imo is to blend the rocks more into the ground. Like haveing the color of the texure blending in to the rocks, if you know what I mean. EDIT. Pictures.

Then a few bugs about the Overcharge Water and Earth.
If you have any aura on you when you get elevated above the ground, the aura bubble don’t follow your character model. Screenshots.

Skill bugs
“Rebound” doesn’t affect Flash-Freez. It worked with “Afterschock” and Lightning Flash from what I tested.
The actual buff it gives applys way to long after the animation and the skill went on CD. Also it affects auto attack which is shouldn’t, thats just a wast of Elite.

Feedback on skills
I posted in another post my thought and will link to it.

But for a quick bullet point list.

  • -Feel the Burn is not really usefull. Make it atleast 2-3 burn
  • -Flash-Freez gives Frost Aura which is great, but the damage and chill is boring, and not that usefull. Maybe increase damage scaling or general damage.
  • -Rebound is lackluster as most other said. You don’t feel the effect (Since its bugged aswell) and is just boring, would have to change to add some effect to it or redo sadly :/
  • -The #5 on Air Warhorn deals to little damage imo, its around 2-3k which I can do with Dagger #2 which is much easier to use and have Weakness on it aswell.
  • -Warhorn #5 Earth is to slow to reach its full distance. Would also like to see AoE rings added to it so I know when the enemy is in the blind.
  • -Warhorn #4 Water also needs some kind of AoE ring to know what I am gonna hit/heal.

Attachments:

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

(edited by Manifibel.8420)

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

What I’d change from Warhorn skills:

—Wildfire fire field is placed on the ground twice as fast.

—Lightning Orb redisigned. Lightning Orb now travels much faster and pierces foes damaging them and applying vulnerability. You can teleport to your current orb location or you teleport automatically at the end of it, in doing so you release a barrage of damaging lightning bolts. Each bolt applies 1 stack of vulnerability. It would be the ground version of the underwater bubble thingy.
Or easier alternative to change it: The orb stays as it is, it just moves way faster and now gives you the option to teleport to it.

— Tidal Surge now moves way faster (so it can knockback sooner!).

— Water Globe now moves slightly slower (so we can more easily blast it!).

—Sand Squall is now a blast finisher (this skill screams Blast Finisher! sorely needed for warhorn).

Lightning Orb giving you the option to teleport to it is an amazing idea! It would also give warhorn some much-needed movement ability that could also be used for defense.

Last of the Red Hot Swamis

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Posted by: Tregarde.6031

Tregarde.6031

I have one criticism about the Tempest: I play my Elementalist with a staff – I like to keep my distance, laying out AoE’s, direct damage, and support as necessary. Almost everything associated with Tempestry is designed for close range. Which means, it is pretty useless for my play style.

But, I can see how others, particularly dual dagger elementalists, will love the Tempest. Lots of good stuff for them.

I don’t expect this to change for Tempestry, but in future content I would like to see some love for us who prefer to keep some distance from enemies.

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

I have one criticism about the Tempest: I play my Elementalist with a staff – I like to keep my distance, laying out AoE’s, direct damage, and support as necessary. Almost everything associated with Tempestry is designed for close range. Which means, it is pretty useless for my play style.

But, I can see how others, particularly dual dagger elementalists, will love the Tempest. Lots of good stuff for them.

I don’t expect this to change for Tempestry, but in future content I would like to see some love for us who prefer to keep some distance from enemies.

Have no fear, Dagger eles hate Tempest just as much as Staff and Scepter eles!

Last of the Red Hot Swamis

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Posted by: Auren.9142

Auren.9142

I have one criticism about the Tempest: I play my Elementalist with a staff – I like to keep my distance, laying out AoE’s, direct damage, and support as necessary. Almost everything associated with Tempestry is designed for close range. Which means, it is pretty useless for my play style.

I think this is almost a direct result of how long the channels are for tempest. Right now the channels are 5 seconds long. Other than static world bosses there are very few things that are going to stay in the same place for a long time, so It needed to be centered on the player to allow the player to “move” it.

The best change they could make would be to make the overloads ground targeted with shorter cast times. This would open the elite specialization up to all three weapons effectively instead just Dagger MH like it is now.

Tempest Beta Feedback Thread

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Posted by: Leo G.4501

Leo G.4501

Some brainstorming suggestions to the devs that may be mulling over this:

I think Tempest’s angle should sort of be to step away from attunement dancing and instead aim for attunement camping. The overloads almost sort of does this but again, the casting of the overloads, the time it takes to charge and cast and the lockout all feels like it rubs against attunement dancing AND attunement camping. Many people suggest altering the overloads to make them more friendly to dancing but I’d suggest making the overload more friendly to camping instead. The reason being because I don’t think Tempest will be able to do anything inherently unique to elementalist…it will do the same things ele can already do, for the most part, and that’s because ele can already do so much. But the least it can do is do it differently so that people who want to enjoy ele but don’t like the current playstyle can choose to opt for the Tempest style or whatever future specializations that come.

I suggest giving a longer standing bonus to your current attunement’s skills (or some such) after you complete an overload. Or even more drastically, alter the end goal of overload completely!

What I mean is, for example: Water. Overloading water isn’t a bad thing and if you want to heal, cleanse and overall be defensive support, the OL helps…BUT you’d more or less be defensively supporting/healing just as well by swapping in and out of water with water traits. SO, why not make it that after completing a water overload, you get a bonus to your water skills for a time? If you swap to another attunement, it’s no biggie, but if you need to continue to support, heal and cleanse you should be able to do so, as a Tempest, by sticking to the water attunement and using the water skills and traits since you won’t be able to return for 20sec. Now you can make this a simple (water skills heal more) or something or you can be daring and make it a buff where allies transfer conditions to enemies they hit or water skills having larger hit areas/hit more targets. Make it so, as an Tempest, you have to really think about if you want to switch to another attunement or not.

An example of the 2nd part, changing the goal of overloading: Suppose you overload fire. The current goal is to get off that AoE fire tornado and let the damage tic. Well what if the current fire tornado occurs regardless of if you’re interrupted during the cast or not? What if the actual goal was to get the end buff, after you complete the cast, that grants you the chance to Flame Blast any target hit by the flame tornado (20sec cooldown per target) if you use fire attacks? Suddenly the flame tornado is only the beginning, and your goal is to touch them with it so you can flame blast with fire skills after…but if you don’t complete the cast, you don’t get that extra damage (would be quite a burst against foes packed together) but you’re not completely hosed, you got a flame tornado out of the deal.

The idea is, make the time after the cast a part of the reward of overloading.

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Posted by: Leo G.4501

Leo G.4501

Further brainstorming the idea with a more concrete suggestion…

Overload = Attunement Overload which will not only cast the unique spell after the long cast time but super charge your current attunement’s spells. The overload spell will cast regardless if you’re interrupted so long as you don’t terminate the cast (i.e. you don’t end the cast by dodging or some other means) but you will only overload the attunement if you complete the cast fully.

Attunement Overload will be triggers for your attunement’s spells.

Fire Overloaded – Foes touched by your Flame Tornado gain a trigger that goes off when hit by your fire spells. If they are hit by a fire spell (not the Flame Tornado), they will trigger a Flame Blast that will hit all foes around them. ICD is 20sec per target so can only happen once per overload per target.

Water Overloaded – Allies touched by your heal gain Ripple defense which converts a random condition into Aegis every 5 sec for 10 sec. The Tempest also can hit more targets on their AoE water spells (+3 foes and +2 allies) for 10sec.

Air Overloaded – Allies within the storm’s effect gain +velocity on their projectile attacks + 3 indestructible/non-reflectable ranged attacks. The Tempest gains +attack speed (I’d say +33%, not stackable with quickness) on air attacks and air attacks that travel now go further (Chain Lightning will bounce from further away, Ride the Lightning will go further, Lightning Orb will travel longer, etc) for 10sec after completing a full overload cast.

Earth Overloaded – still thinking…

Tempest Beta Feedback Thread

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

[“EYE OF THE STORM!”]
“Eye of the storm!” is really way too weak for a 45 second cooldown. let’s compare to some other skills of the same basic functionality: AoE stun break and or/ aoe speed boost.

“Eye of the Storm!” – 45 second cooldown: AoE stun break and 5 seconds superspeed: up to 5 allies

Windborne Speed: (Ele) 30 second cooldown: 20 second traited: AoE 10 seconds swiftness and impairing condition cleanse

“Shake it off!”: (War) 25 second cooldown: AoE stun break and condition cleanse, untraited. 20 second cooldown traited, AoE heal traited

“Retreat!” (Grd) 40 second cooldown: AoE 20 seconds swiftness and 20 seconds AoE aegis, untraited. traited: 32 second cooldown, and convert 1 condition to a boon on each affected target.

as you can see, the other 3 skills are all twice as strong, before counting the lower cooldowns..

[suggestion] in order to bring “Eye of the Storm!” into line, one of the following should occur:

a) leave the cooldown at 45 seconds, grant 3 stacks of stability for 5 seconds, grant shocking aura

b) reduce the cooldown to 30 seconds, grant either shocking aura or 3 stacks stability for 5 seconds

c) reduce cooldown to 20 seconds and leave the rest of the skill the same.

though to be honest. i think shocking aura should be added baseline to the shout.

[“REBOUND!”]
i honestly forgot this skill was even on my bar, and never felt that it would benefit me. i think i used it once to see if it would reduce meteor shower cooldown lower, but it really didn’t seem worth it for 5 seconds.

the only skills it would be worth using on would be the 75 second cooldown cantrips, and that kinda defeats the purpose of cantrips, does it not? since cantrips are pretty much needed “right now!” , not 2 seconds from now…

“Rebound!” feels way too much like a mesmer skill anyway. isn’t alacrity a chronomancer-only thing? there is absolutley nothing about the shout that feels Tempest to me.

suggestions:

a) rename the shout “Raging Storm!” , 60 second cooldown: apply 5s quickness and 5 seconds alacrity to allies. (if you insist on giving the Tempest basically an Mesmer style elite skill, at least make it benefit everyone without requiring super voice comm co-ordination)

b) rename the shout “Storm of the Century!” 180 second cooldown: cast a storm of all elements at your location, calling down 15-20 impacts of each element within a 600 radius water field over 20 seconds. each impact hits up to 3 targets. fire impacts burn, lightning strikes apply vulnerability, ice impacts cause chill, earth (rock) impacts bleed. 8 random impacts are blast finishers.

(Or crazy idea for the combos: 8 random impacts cause combo field for 5 seconds, based on element type, and 8 random impacts are blast finishers, but i honestly prefer the constant water field to provide allies the healing support)

[OVERLOADS AND ASSOCIATED TRAITS]
the trait that grants auras for overloads… since the payoff for completing overload channels is built into the overloads themselves (fir tornado and nimbus cloud lingering, extra heal on water, immob on earth.) AND since overloads become great big “kick me” signs, the auras should really be granted when the channel starts, not when it ends. this also offers better synergy with Elemental Bastion, offering a little more guaranteed sustain for non-water eles.

i still feel that the minor traits should be combined into one master minor trait (swiftness and protection on every channel, not just overload channels.) and a new GM minor be introduced: grant 1-2 stacks of stability (or a break bar) whenever you channel any skill.

i’d like to see another trait to add pulsing damage every second while channeling any skill as well.

[AURA DAMAGE MULITPLIER]
i really like the other posters’ idea of a trait that grants bonus damage while under the effects of an aura. since other classes get damage buffs for other specific boons, why not give elementalists a damage multiplier while aura’d?

[“WASH THE PAIN AWAY!”]

i really wish the tooltip told us about the cascading effect, and i wish it gave more information about the heals on each pulse. for 3 pulses, on a 25 second cooldown, it really heals for about 7k if not interrupted. (with zero healing power).

i really hope that doesn’t lose any healing before it goes live. As-is, i think it’ll replace signet of restoration on my PvE bar. if it gets nerfed, i might not even bother with Tempest at all in HoT. i finally felt like we got a decent heal skill after using it.

– The Baconnaire

(edited by Forgotten Legend.9281)

Tempest Beta Feedback Thread

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Posted by: shimmeringbeats.5986

shimmeringbeats.5986

I’ll throw my two cents in. Forgive me if I repeat anything that’s been said, I haven’t read every post in this thread. I haven’t had a chance to completely dissect traits but here’s what I think about the mechanic and new skills.

Overload
Fun mechanic for sure, but like most people have said, the risk vs. reward does not match up at all. Easy to interrupt with effects that aren’t worth the wind up. Buffing the damage, adding another attunement-relevant effect, or both would probably fix their usefulness. Also, I know I wasn’t going to touch on traits, but Lucid Singularity should grant 2-3 stacks of Stability on overloading an attunement.

  • Increase Fire’s damage.
  • Add aoe vigor to the healing burst of Water.
  • Increase range on Air’s lightning field and possibly add a blind.
  • Add pulsing bleeds to Earth.

Warhorn Skills
Again, I felt like the skills were fun, but when I paid attention to what I was accomplishing with them…it didn’t feel like most of them were doing much of anything.

  • Heat Sync is great, and having easy access to a boon share on ele just increases our already-great group utility.
  • Wildfire is too slow and the lack of targeting makes the skill feel unresponsive. It should be a fast burst of flame that sticks around for a little longer…actually make it feel more wild and uncontrollable, like a real wildfire.
  • Tidal Surge, again, feels too slow. Against a stationary npc, it works fine, but against any competent human player, the knockback is too slow and easily dodged. I didn’t try Tempest in wvw so I guess the only thing I could say is maybe in a zerg it would be more useful? I still think it should be sped up, and drop the CD to 30 seconds.
  • Water Globe…cool concept, but honestly not very useful. The heal is too small on too large of a cooldown to make much of a difference in any game mode. Increase the heal slightly, make it chill foes it passes through, drop the CD by 5-10 seconds, and give us the ability to target its direction.
  • Cyclone feels pretty decent, it’s supposed to synergize with Lightning Orb and does a good job of that. I think it could move a little bit faster, by the time I cast it to grant swiftness to my allies they’ve already ran out of its range. Other than that, no real complaints.
  • Lightning Orb…I honestly don’t get this skill. The damage feels practically nonexistent. I would say increase the speed and range of the projectiles, and maybe add a burst of damage when it reaches its max range so it really feels punishing for foes that are running away.
  • Sand Squall, like others have said, would function well with a blast finisher added to it. Tempest has access to quite a few fields but not very many finishers. Otherwise it’s good.
  • Dust Storm feels fine, I don’t think it adds enough Vuln to distinguish it all that much from Dust Devil but it works fine for the CD it has.

Shouts

  • Wash the Pain Away! is good for the group healing. Otherwise, I have a feeling Signet of Restoration and Ether Renewal will be more useful.
  • Feel the Burn!, Flash-Freeze! and Eye of the Storm! all felt good in group settings. Against single enemies or without a group of allies around, not so much, but that’s the point of shouts.
  • Shock and Aftershock! should be another blast finisher. I feel like the main utility in this skill comes from the aura and the immobilize, and neither of them are worth being on a 50 second cooldown. Decrease the CD to 40 seconds and add the blast finisher and I think it would be a lot better.
  • Rebound…I won’t repeat everyone else’s sentiments on this one. Needs a rework completely.

Overall, the Tempest is a FUN spec. But fun and useful are two different things. With some buffs to usefulness overall, I think it could really compete with staff Ele in a group setting for support and utility…just not in its current iteration.

Electrifying – Tarnished Coast

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Posted by: scerevisiae.1972

scerevisiae.1972

Overloads either need to be castable at range or need stability if point-blank.

Tempest should be able to work at long as well as close range.

I might add I think it’s pretty silly that warrior has more long range (1200) weapons than ele.

downed state is bad for PVP

(edited by scerevisiae.1972)

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Posted by: Leo G.4501

Leo G.4501

I might add I think it’s pretty silly that warrior has more long range (1200) weapons than ele.

Warrior has 26 ranged skills in total. Ele has 55 not including utilities, transformations or downed skills.

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Posted by: Laraley.7695

Laraley.7695

I might add I think it’s pretty silly that warrior has more long range (1200) weapons than ele.

Warrior has 26 ranged skills in total. Ele has 55 not including utilities, transformations or downed skills.

Do you realize this has nothing to do with what the person posted?

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Posted by: Leo G.4501

Leo G.4501

I might add I think it’s pretty silly that warrior has more long range (1200) weapons than ele.

Warrior has 26 ranged skills in total. Ele has 55 not including utilities, transformations or downed skills.

Do you realize this has nothing to do with what the person posted?

Seems about as pertinent as mentioning amount of weapons in this context. So compare the number of 1200 range weapons (3 vs 2)? Why not the number of 1200 ranged attacks (17vs 34)?

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Posted by: Grimreaper.5370

Grimreaper.5370

Please just scrap tempest and start over

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Posted by: Laraley.7695

Laraley.7695

I might add I think it’s pretty silly that warrior has more long range (1200) weapons than ele.

Warrior has 26 ranged skills in total. Ele has 55 not including utilities, transformations or downed skills.

Do you realize this has nothing to do with what the person posted?

Seems about as pertinent as mentioning amount of weapons in this context. So compare the number of 1200 range weapons (3 vs 2)? Why not the number of 1200 ranged attacks (17vs 34)?

Because both of the classes are balanced differently? Warriors have less skills, but usually on low cooldowns compared to ele which has lots skills but higher cooldowns. The fact ele has more 1200 range weapon skills gives you a false feeling of variety in playstyles, but in the end it only comes from one weapon. You’re comparing apples and oranges.

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Posted by: Leo G.4501

Leo G.4501

I might add I think it’s pretty silly that warrior has more long range (1200) weapons than ele.

Warrior has 26 ranged skills in total. Ele has 55 not including utilities, transformations or downed skills.

Do you realize this has nothing to do with what the person posted?

Seems about as pertinent as mentioning amount of weapons in this context. So compare the number of 1200 range weapons (3 vs 2)? Why not the number of 1200 ranged attacks (17vs 34)?

You’re comparing apples and oranges.

As is the person i quoted or did you not notice?

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

It suddenly hit me: if Im in Eye of the Storm in the safest place, so where are enemies? aren’t they in storm? make them float. Thematicaly suits.

Feel the Burn could pull nemies to us it can be 1/3 of range, so it would be 200 closer to us and we would be able to feel their burn.

You’re shocked? its look like your’re dazed or feared. There comes aftershock and you’re knocked down.

Flash Freez I don’t really know what to do with this, i’m a bit confused.

I corrected a bit all shouts just like that.

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Posted by: RobinC.6573

RobinC.6573

So here’s my feedback on the tempest:

Warhorn:
The warhorn for me was sort of hit and miss, as some skills really lifted the warhorn up, while others just let me down.
Starting with fire, Heat sync is actually a really good skill in group fights (since you gain quite a lot of boons on the tempest) and it also has its uses in solo-fights (since three stacks might are always welcome). Wildfire is probably one of the largest fire fields I’ve seen up till now and is therefore relatively easy to blast. I don’t know if it still pulses damage and burning every second, but it should, since it takes a while to get to it’s full effect (not to mention it’s quite obvious to your opponent).
Water: Tidal surge is actually quite neat, as it both heals and knocks back (which makes it very defensive in melee). the moving water field on Water globe sounds good in theory, but doesn’t really play to your advantage in practice, since you have to chase the water globe to get healed. A stationary (or slowly moving) water field would be much more beneficial. Another solution would be to let the water globe follow the tempest, ensuring the tempest gets the most out of it’s healing.
Air: both of the warhorn skills in air attunement feel wonky at best. Cyclone could have its purposes as an interrupt, however, the manual aiming, the small radius on the cyclone and the low speed of the cyclone make it a rather poor interrupt skill. The short distance of the pull also hinders its capability to line up enemies. Lightning orb is probably the wonkiest skill of the entire skillset. It sends out an orb that almost immediately moves out of range of your enemy (assuming your enemy stands in melee) and then does nothing for you anymore (except pulling other enemies, which is annoying). I would reccomend to change the orb in such a way that it follows the player around, making it a melee/frontline based damage dealer.
Earth: I didn’t use sand squall often because it really lacks some utility. As other have said in this thread, you could make it a blast finisher, so that it doesn’t only blast might (and fury if traited), but also extends the duration of those boons. Dust storm actaully isn’t a bad skill, but it takes rather long untill it covers a reasonable amount of ground, during which your opponent can just walk away from it. It might be better to turn this into one large storm that blinds enemies in an area (like black powder on the thief).

Overloads:
The problem with overloads isn’t the overload skills, but the fact that you’re locked into channeling an overload for up to five seconds. This, combined with the relatively low amount of stability available to the tempest at the moment, makes the tempest an interruptable sitting duck during overloads. Giving the tempest acces to more stability (through shouts or warhorn skills) would be a step in the right direction, but even better would be to make the channel somewhat shorter and increase the damage dealt and boons gained per tick. The inability to dodge or change attunements during overload channeling is also rather iffy, but understandable, since you are channeling a single attunement (and regular channeling skills are interrupted by dodging as well).
Overload fire: actually the best overload of them all. The might pulse on this overload is what makes this skill particularily strong (especially with heat sync). The tornado at the end of the skill is a nice bonus (as it will continue to deal damage to stationary opponents/world bosses/groups of stacked mobs after the channel is finished, allowing for a high amount of AoE burst when combined with lava font and such).
Overload water: useful for healing larger groups, but most of the skills in water attunement + healing ripple + soothing mist + water field blasting (+ aura healing if you traited it) already take care of this for the most part. The condition cleanse could be useful, but again, elementalists have enough condition removal. Right now, this overload just isn’t worth using when you could do so much more with your water attunement.
Overload air: The damage on this overload is rather low and the static region could use a boost as well. The pulsing swiftness also isn’t that useful (since you already get swiftness from speedy conduit), so that could be replaced by, for example, fury (as air is an offensive attunement. Overload air does work well with weak spot as it hits quite a lot of times. The advantage of this overload is that it works with fresh air, however, since most people don’t use the tempest with the air traitline, this synergy will be lost.
Overload earth: adding a break bar to it does make this overload the most reliable of them all and making it a blast finisher also gives it some utility, but the blast is at the end of the five second cast time, which makes planning it into a routine relatively difficult.

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Posted by: RobinC.6573

RobinC.6573

Shouts:
The shouts on the elementalist are quite decent, as they provide both offence and defence. The most important thing I would change to shouts, though, is to remove the cast times on shouts entirely. Right now, both “Feel the burn” and “Eye of the storm” have no cast time, while “Shock and aftershock” and “Flash-freeze” have a 0.25 second cast time, which creates a gap between these shouts, as the former two can be used during the overload channel, while the latter two can’t. Another thing that annoyed me about these shouts, is that they damage neutral (or unpulled hostile) mobs within the range of the shout. This makes shouts a liability, as you could end up pulling more mobs then you could kill.
Right now, “Feel the burn” and “Flash-freeze” are in a good place cooldown-wise, while “Eye of the storm” could use a much lower cooldown for the utility it provides. “Shock and aftershock” could also use a CD reduction, although it still should have the highest CD of all the utility slot shouts.
“Wash the pain away” is a very good healing shout, since it heals nearby allies for the same amount it heals you. I would recommend increasing the range on the first pulse a bit so you don’t have to be on top of your allies to heal them with it.
“Rebound” is a really bizarre elite skill, as you have to choose which other skill (from all of the skills you can choose from as a tempest, which are quite a lot) you want to use it on, which isn’t always straight forward. It’s also quite sub-par for an elite skill. As mentioned in this thread, let it reduce the cooldown of all of the skills used by 25% during the eight second period it’s active (you could tweak the duration to increase/decrease the power of this skill).
As mentioned before, adding stability to shouts (via a trait) would be a good idea, because, without a cast time, shouts actually have a good synergy with overloads.

About the traits:
Most of the traits are decent, but not mind-blowingly good. Speedy conduit and Hardy conduit actually have their benefits, but could be merged into one minor trait. The other minor trait could either further buff overloads, or Earthen proxy could be moved there.
Gale song could be removed as there are better options in other traitlines.
Unstable conduit could give an aura to all allies around you by default, as overloads are group orientated.
Earthen proxy improves the effects of hardy conduit, sand squall, overload earth and elemental shielding, but should either be a minor trait (see above) or and additonal effect on another major trait.
Imbued melodies could be changed to give stability on either warhorn or shouts skills (or on both if that wouldn’t be to powerful).
All of the other traits are useful enough to earn their spot, but some of them (such as Element bastion) could use a small buff to make them worthwhile.

All in all the tempest is much bulkier and tankier than the elementalist, while not sacrificing too much damage for the increase in bulk. The main problem with the tempest is that the elementalist is already a very diverse and powerful profession, which means that the tempest doesn’t improve upon any aspects of the elementalist, as there is very little to improve upon. The tempest, however, does introduce a new and different way to play the elementalist, which is quite amazing. Just try to improve the things that aren’t working right now (overloads in particular) and this specialization should be fine.

(edited by RobinC.6573)

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Posted by: fixit.7189

fixit.7189

Unlike many in this thread…I really liked how tempest complimented my play style/build and wish it was in game right now. :S

Not to say it’s perfect though…tempest certainly needs some tuning.

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Posted by: Abraxadrian.1769

Abraxadrian.1769

Elite: they should rework it to something more meaningfull. 25% CD reduction on a 60sec cooldown is not that awesome by itself, adding the fact that would only see some meaningfull use on coordinated pve or pvp stuff. Sadly, the current game doesnt take much coordination on neither of those areas, and even if it did, it stills feels lackluster for an elite.

Shouts are not that bad, but they dont give something useful for the current meta. No shout is more usefull for pve than the current stuff we run. The same goes for cantrips in pvp. They dont really add anything meaningfull other than auras for an aurasharing build.

Overloads: they should put a 1 sec or less cd on overloads. I wanna use them, but having to camp 5 secs after attunning is TOO MUCH. I dont mind having the extended attunement CD, but i would see the overloads getting more use if they could be used as soon as you enter an atunnement.

Also: rework the minor traits in Tempest: we NEED stability on overload more so than protection and EVEN moreso than swiftness.

No shout CD reduction trait seems really off as well.

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Posted by: arkealia.2713

arkealia.2713

Rebound needs to be changed, right now it only really benefits the Tempest because allies will barely notice it (and then can’t really use it strategically). Only really organized groups will be able to use it decently.
Instead it could reduce the cooldown of the longest skill on CD (useful after an elite is used) or reduce all skills on CD by X %/s.

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Posted by: AlsoAdelas.4901

AlsoAdelas.4901

I realize it’s a bit late for posting here. I thought I had posted this already and I don’t see it here now… But, I wanted to chime in.

Here’s what I had:

I traited my tempest in fire, arcana, and tempest, with scepter/warhorn and the celestial gear, and found that in PvE

  • when I was in fire attunement I was unstoppable. As soon as I swapped out to try the other things, my DPS seemed to go WAY, WAY, WAY down. Part of this could be that I just don’t know the scepter skills (user error), but I definitely felt like when I was in water and earth, in particular, my HP just drained away. As soon as I swapped back into fire, I killed everything like crazy. I did trait the +10% dmg in fire trait, but this was wayyy more than 10%.
  • I didn’t like the shouts. I think part of this was because I was playing solo, and I needed DPS more than I needed CC or boons. They sound fine, but I just didn’t feel like they were helping much in my solo play.
  • the overloads were pretty cool, although I kept trying to do water overload as my health was approaching zero and I wouldn’t be able to get it cast/channeled and would get downed. The worst part was being interrupted while overloading. I don’t know if it would be OP if it was uninterruptible, but maybe they could put in a trait for that and make you choose between that and the cooldown…?
  • The warhorn skills’ cooldown was too long.