Tempest Changes for Next BWE!
These are solid ideas they could improve upon… if they’re keeping the way they are. Though, still, they need to give us something more particular that defines the spec.
Yeah, the big inspiration for the post was the channeler line so i was mainly aiming to consolidate the current temest spec into 2 lines and then adding this 3rd aspect. I had other crazy ideas like being CCed during an overload will instant recharge a utility skill and other things that might make people think twice before tossing a cc at you. It’s up to the devs if it’s a viable angle to aim toward. I think it could be cool and bring about that feeling of a spellcaster to the more magical proffession.
@ Leo G
i was not directing my comment at you in any way, i honestly liked your ideas and i really like outside the box ideas. i in no way meant you any disrespect.
Guild Wars 2: waiting for content simulator.
Also the biggest problem i see within this specialization it that it doesn’t bring anything new to the class. nothing change is just overpower the overpowered, the definition of power creep.
Reaper makes necro more of a melee class, dragonhunter makes the guardian more ranged, daredevil makes the thief to be able to substantially stand longer inside fights, This things make the new specializations fun and very interesting to play because allows you to play with your favorite class in a new way.
Tempest don’t do that. it’s more of the same, so the only way to make it attractive is to overpower even more the overpowered ele skills, what effectively Overload does.
Some time ago i posted this idea of the new specialization for the elementalist that could bring more interesting way to play the class although it would require to rework the spec.
https://forum-en.gw2archive.eu/forum/game/hot/Tempest-how-it-could-become-a-real-choice
What do you think?
anduriell.6280, I think the basis of your idea is great and I’d love the devs to take such an angle toward a spec, I just don’t think it’s for this spec. Mainly because they already have a working spec…it’s just not where it needs to be. To implement your idea would require them to scrap everything they have and start from scratch.
That being said, we really should probably start proposing to the devs new specs for the future. I never really considered anything to make Ele a kind of ‘tank’ outside of their whole “swap sustainy” tank method we’ve got going now. Having a more standard melee tanky type would likely give them the footspace to add some damage as well. If anything, having a future spec that using a sword main-hand as their weapon with transformations as the utilities would fit such an idea and I really like the idea of such and would fulfill a different type of playstyle (and if the elementalist posters cry that it’s still not different from D/D, we’ll finally know they don’t know what they want).
I’m actually looking forward to a glassy 1200 range single-target spec that utilizes a bow and maybe mantras that work like ammo augmentation. But lots of players want melee for some reason…
@ Leo G
i was not directing my comment at you in any way, i honestly liked your ideas and i really like outside the box ideas. i in no way meant you any disrespect.
I didn’t take your post as disrespect, I just didn’t know if your comments were in context of mine. I’m not really defending my ideas (they’re likely OP) but I just didn’t know if they really related to what I was posting.
If anything, I just agree with you. So many are just fed up with the Tempest and have just given up or think it should be trashed. To me though, I had fun playing my Scepter/WH air/earth Tempest and I want it to be better (and I want scepter to be better T_T). Many players no longer care, though…
Another way they could approach auras/support with Tempest is making a trait like Necros Master of Corruption (without the self-debuffs) or the Mesmer’s Master of Fragmentation. The trait could be something like auras you apply are more effective. First all the auras would increase in duration and get a bonus. Fire- more might stacks per attack, water – less damage taken, magnetic – projectiles reflected cripple foes & shocking – increase stun duration by 1 second.
I thinking adding a 10% damage modifier to earthen proxy would be pretty neat too. So you gain more defense & offense.
(edited by Lyger.5429)
The only thing i would need to build a good auramancer (or support) is condition removal on auras. I suggested new runes that would do a perfect job.
Superior rune of the apothecary:
1.) +25 healing power
2.) +35 condition damage
3.) +50 healing power
4.) + 65 condition damage
5.) +100 healing power
6.) Auras you apply remove a condition.
Superior rune of the witch:
1.) +25 condition damage
2.) +10%condition duration
3.) +50 condition damage
4.) + 20% Aura duration
5.) +100 condition damage
6.) Auras aplied to you remove a condition.
The second one is more selfish and a strong condition supporting rune. Maybe it can help to make a viable condition build. With such a rune an baseline speed i would immidiateley play tempest.
(edited by Wolfric.9380)
The only thing i would need to build a good auramancer (or support) is condition removal on auras. I suggested new runes that would do a perfect job.
Superior rune of the apothecary:
1.) +25 healing power
2.) +35 condition damage
3.) +50 healing power
4.) + 65 condition damage
5.) +100 healing power
6.) Auras you apply remove a condition.Superior rune of the witch:
1.) +25 condition damage
2.) +10%condition duration
3.) +50 condition damage
4.) + 20% Aura duration
5.) +100 condition damage
6.) Auras aplied to you remove a condition.The second one is more selfish and a strong condition supporting rune. Maybe it can help to make a viable condition build. With such a rune an baseline speed i would immidiateley play tempest.
i would prefer it if the tempest traits had a grandmaster
that removed condis on aura application
Or a rune set that makes auras put out burn to all nearby targets for 6 seconds, so if the tempest plays in a party of 5 and puts out 1 aura and it goes on 3, all nearby targets to the tempest who applied the auras get 3 burn stacks. It’s true incentive to go water and it synergies with the " melee combat support." The tempest will have to be in the front line to get any effect, and the damage will be pretty nice on top of the current toolkit, heck, make this a grand master.
(edited by Crusic.6531)
The only thing i would need to build a good auramancer (or support) is condition removal on auras. I suggested new runes that would do a perfect job.
Superior rune of the apothecary:
1.) +25 healing power
2.) +35 condition damage
3.) +50 healing power
4.) + 65 condition damage
5.) +100 healing power
6.) Auras you apply remove a condition.Superior rune of the witch:
1.) +25 condition damage
2.) +10%condition duration
3.) +50 condition damage
4.) + 20% Aura duration
5.) +100 condition damage
6.) Auras aplied to you remove a condition.The second one is more selfish and a strong condition supporting rune. Maybe it can help to make a viable condition build. With such a rune an baseline speed i would immidiateley play tempest.
Thinking on your ideal if they did add in a rune set that remove condition on your self at least when you apply an aura you would see tempest line replaces both water and maybe acain. A d/d tempest air fire would be very hard to kill and out put great dmg. Though d/d tempest arcain fire / air would work too if you go for the higher protection effect from tempest line.
I would not mind seeing an when under the effect of aura rune set that dose many things but only when the player with the rune set has an aura up from them self or others.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
When I was roaming in the new map, and I was on my Reaper, I was excited to seek out fights against Veterans, and multiple enemies at once, etc. On my tempest, I was looking for ways around them. It just feels too squishy and you don’t get enough out of it.
Considering how overpowered Revenants and Mesmers are right now there is absolutely no way that I will keep playing ele when HoT is out unless they have a massive list of fixes and improvement for tempest. It’s just not interesting for me, melee support is not what I rolled that class for; but even that doesn’t work in WvW.
Basically the only thing eles will have going for them will still be waterfields and meteor shower, d/d for roaming. What’s the point of playing a squishy class anyway when heavy classes do more damage and hit you for 6-9k, or mesmers just shatter you from 100-0 from stealth? That’s what you needed to figure out with the elementalist elite profession; the answer was AoE range damage and condi/cc .
Sorry Anet but you have some serious class balancing to do and it just seems like ele will be at the bottom of the list of interesting classes once HoT comes out. With weapon swapping then perhaps I would equip a warhorn. But as it is right now the entire class depends on your next improvement list.
The overcharge feature only helps in pve and some pvp. Ele’s cant stand in a mob in a wvw fight period. Their value is as a ranged support in healing and damage. Adding more boons auras etc does not help for what the Ele is being used for in the game. I played in wvw with the tempest and it was a" so what". If I used the water overcharge I died. If I used the earth overcharge I died etc. Running around as a solo roam in verdant was cool but did nothing for my wvw play. The rebound in a 10 second fight of two mobs and standing in 5-10 necro wells, the rebound was almost laughable. Waste of time to press the button. My guess is that the ele developer was not a wvw player, only answer it could be.
Considering how overpowered Revenants and Mesmers are right now there is absolutely no way that I will keep playing ele when HoT is out unless they have a massive list of fixes and improvement for tempest. It’s just not interesting for me, melee support is not what I rolled that class for; but even that doesn’t work in WvW.
This, but not only balance wise. Overall I just feel like so much ideas and love were put into Revenant and Mesmer (both the recent changes with the spec patch and the elite spec), while Tempest just gets… more of what ele does anyway already, with no real new ideas or even things to do (new condition? new boon? nothing!)
Oh yes mesmers are not only good they are fun and thematically just great all around.
But still like my ele and hope for the right changes to enjoy tempest. :-)
The only thing i would need to build a good auramancer (or support) is condition removal on auras. I suggested new runes that would do a perfect job.
Superior rune of the apothecary:
1.) +25 healing power
2.) +35 condition damage
3.) +50 healing power
4.) + 65 condition damage
5.) +100 healing power
6.) Auras you apply remove a condition.Superior rune of the witch:
1.) +25 condition damage
2.) +10%condition duration
3.) +50 condition damage
4.) + 20% Aura duration
5.) +100 condition damage
6.) Auras aplied to you remove a condition.The second one is more selfish and a strong condition supporting rune. Maybe it can help to make a viable condition build. With such a rune an baseline speed i would immidiateley play tempest.
i would prefer it if the tempest traits had a grandmaster
that removed condis on aura application
New runes would be a terrible idea, especially with the ones tostadude suggested. Maybe if Elemental Bastion granted Regeneration. Not only would this still provide healing, but it would also synergize with Cleansing Water and give you more choices you have to choose from.
The only thing i would need to build a good auramancer (or support) is condition removal on auras. I suggested new runes that would do a perfect job.
Superior rune of the apothecary:
1.) +25 healing power
2.) +35 condition damage
3.) +50 healing power
4.) + 65 condition damage
5.) +100 healing power
6.) Auras you apply remove a condition.Superior rune of the witch:
1.) +25 condition damage
2.) +10%condition duration
3.) +50 condition damage
4.) + 20% Aura duration
5.) +100 condition damage
6.) Auras aplied to you remove a condition.The second one is more selfish and a strong condition supporting rune. Maybe it can help to make a viable condition build. With such a rune an baseline speed i would immidiateley play tempest.
i would prefer it if the tempest traits had a grandmaster
that removed condis on aura applicationNew runes would be a terrible idea, especially with the ones tostadude suggested. Maybe if Elemental Bastion granted Regeneration. Not only would this still provide healing, but it would also synergize with Cleansing Water and give you more choices you have to choose from.
Well that why you have rune sets that work on auras application so you do not have to give up GM to get effects. If elemental bastion gave reg you could not take both aura sharing and removing condition on reg.
I think they need to show us the rune sets in the coming bate so we can get a feel of how the new elite spec will play out becuse on shout and on auras will be major for the tempest elite spec on the level of a game changer for a lot of ppl.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Regen on tempest would be bad like hell. The goal is to allow droping water/cantrips.
As long as water + arcane are mandatory or near that there won´t be build diversity and no place for tempest other than aura/boon bunker.
I’m not sure I’m seeing the same post as all these optimists. From what I gather, the overloads have become worse on average, the only saving grace for the warhorn (fire sync) is mutilated, and the elite is still unslottable.
Here’s some constructive feedback. The way to take the Tempest from the worst spec in the expansion to a marginally playable one is not a numbers game, especially not a downwards number game. Someone needs to take a hard look at what these traits and skills actually do, realize how narrow they are, and accept they need a full-scale shift into abilities that have generally useful effects in Guild Wars 2’s dimensions of play.
I agree somewhat, but I also feel like it’s too late now for such an overhaul, what with about ~5 weeks remaining till release.