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Aye guys, I just came back to the game from a pretty long break and just purchased HoT. Enjoying the new tier system a lot, but I’ve noticed that the meta has shifted a lot more than I originally thought it would, including Elementalist. I used to be a decent D/D in my eyes, but now we have Tempest. Everyone is telling me that Tempest is super OP and can tank for days and push out a lot of DPS. Well… I guess you could say I disagree with that.
Basically Im asking for assistance on what people do to make it so good, because I just dont see it. Just being an idiot probably, and it will probably come down to when and where to use overloads and such, but w/e. Guess Im just used to all the power stuff that we used to have.
Anyways, thanks for the help in advance
Auras (and therefore Shouts) and Overloads are what makes tempest good.
well I understand that. Its more of a question of when do I use them and when do I not
In general tempest is really quite spammy and faceroll.
There are no wrong buttons to press, just press them until you lose or win. The only thing remotely challenging about tempest is positioning with overloads and wash the pain away. But everything else is just spamming AoE, spamming auras, and spamming heals.
well I understand that. Its more of a question of when do I use them and when do I not
Tempest is basically the new auramancer (that was kindly taken away when they removed Auras on Signet use from the earth traitline…)
Well like most our utilities, the overloads and shouts are mostly situational:
Fire Overload. Almost always good, nice damage, burning and aoe might, and fire field.
Water Overload. When you want a bigish heal and lots of condition clearing, akin to staff water 5.
Air Overload. If enemies stay within range this is by far our most damaging move out of all the weapons and spells we have, probably even more than meteor shower. Great burst damage too because it hits so fast.
Earth Overload. Nice damage, some bleeding too and cripple plus a final immobilize. If you stay in the dust cloud it leaves for the full duration this stacks about 24 seconds of protection with no boon duration. And of course 40% protection because Tempest.
Shouts are mostly good because of the auras which then give regen+vigor and heal because of the tempest traits.
Fire Shout: You can basically use it on cooldown. AOE boons through the fire aura and a bit of burn.
Water shout: Actually nice power damage for its low cooldown, chills and gives frost aura. Can also be used very often.
Air Shout: Utterly useless. Forget it. If you want a stunbreak, Signet of Air is 100% better.
Earth Shout: This alone basically keeps Dragonhunters out of the pvp meta. AOE projectile reclection for your group for IIRC 5 seconds and the cooldown isn’t bad either. Also aoe cripple and immob with a bit of damage. Keep it for when you need the reflect or need to immob an enemy last chance.
Elite Shout: Super meh. The ~2800 heal (with cele stats) instead of death doesn’t really save you because you’ll just die to the next hit and it doesn’t even give an aura when it saves you. I use it basically exclusively for another shocking aura or earth aura. The aura it gives you after 5 seconds depends on the element you’re in when the 5 seconds are over.
Warhorn is a bit clunky but really fun. Sadly it’s rather outclassed by dagger and focus both, though it can be fun in pve and hotjoin. I don’t wvw so dunno there.
Warhorn fire is just a sad display of what was once 2 great skills, but when they removed the boon-strip on 5 and the boonsharing on 4 (now it just shares might and fury, lol) they basically made the skills as bad as focus fire – but focus makes up for useless fire skills by having insane defense on air and earth which warhorn lacks.
Warhorn water is great, 2 heal skills, one even knocks back enemies and gives regen, the other’s a water field.
Warhorn air is workable at best. The CC has an extremely narrow field, and the damaging orb is way too slow, though it does shoot fast and often at least and if it does manage to hit some targets the damage does rack up.
Warhorn earth is great though it’s no focus earth. Sand Squall is the only skill that really makes warhorn desirable. Sand Squall is a rather low cooldown earth aura, sadly only aoe with powerful auras, also the only blast finisher on warhorn. 5 offers nice bleeds and blinds.
(edited by SchmendrickTheMagician.8247)
Most people will righteously talk about the celestial auramancer tempest (D/F or Staff). Though, there are other forms of Tempest playing marauder amulet, which is usually accompanied with Conjure Earth Shield. The marauder one has not yet been proved in tournaments.
Most people will righteously talk about the celestial auramancer tempest (D/F or Staff). Though, there are other forms of Tempest playing marauder amulet, which is usually accompanied with Conjure Earth Shield. The marauder one has not yet been proved in tournaments.
Marauder staff would probably be meta in stronghold, provided that stronghold tournaments ever happen and if we ever get to play it again
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