Tempest NEEDED Things

Tempest NEEDED Things

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Posted by: StickerHappy.8052

StickerHappy.8052

First things first

  • Swap Stability on Harmonious Conduit to Speedy Conduit. Harmonious Conduit is now: " After finishing an overload, grant boons to Allies depending on your Attunement" 360 radius.

Reason With a class mechanic that requires you to channel for 4 seconds, it’s only logical for stability to be baseline.

Outcome This will open more builds namely shout builds,Tempestous Aria, High Condi Removal builds with Invigorating Torrents.

  • Latent Stamina – Remove the ICD, this is such a pathetic trait to begin with
  • Imbued Melodies – Give it a 20% condi druation to warhorn skills, and keep Sand Squall proc and boon duration

Reason . Buffing this trait will put it slightly on par with Elemental Bastion. A lot of Warhorn’s conditions are very easily avoidable, I would say this would be fair. And this is a GM trait might as well make it competitive.

  • Lucid Singularity – this is such an out of place trait, change it to something relevant like "Shouts remove a boon and inflict a certain condition depending on the attunement. 1 boon removed, 1 condition inflicted. Reduce 10% Recharge on shouts.

Reason Currently we do not have a CDR trait for our shouts, A Reverse guardian trait would be solid, only put 10% reduction for balance purpose.

Outcomes With the 2 GM traits, Elemental Bastion won’t be an official pick every single time. Creates more build diversity.

WARHORN

At the moment, warhorn is really subpar compared to foucs and dagger. Why? It has 0 Condition Removal, and 0 Damage Mitigation, without those, focus will always get picked over it

FIRE

  • Heat Sync – Make it function like BWE3, Make it Copies all your boons to your allies.
  • Firestorm – Retain the skill as it is.

WATER

  • Tidal Surge -Add: “Remove 1 condition for each ally it passes”
  • Water Globe – Add: “Remove 1 condition for each ally it passes, Inflicts 1 second of Chill for each foe it passes”

> I believe these are balanced since you have to chase the skills to get full benefit.

AIR

  • Cyclone – Make the Radius to atleast 300 to 360. This skill is easy to avoid as it is. It often misses
  • Lightning Orb – Very Weak skill. Add 1 more orb, and remove 2 boons on initial cast.

EARTH

  • Sand Squall – make it a 2 second invuln while rooting you into place similar to Earth Shield’s Fortify. Keep the aura and prot effects but it triggers after the invuln. Increase cd to 40 seconds.
  • Dust Storm – Please make the targetting less RNG and wonky, I would make it a circle rather than a line. Otherwise good condi burst skill.

OVERLOAD PET PEEVES

  • Fire – Please make the entire sequence a whirl finisher. Remove the fire field from the initial spin so you can combo other fields. After the Whirl Finishes, that is the only time the fire field should appear.

Thoughts?

I believe a lot of my tweaks are all reasonable like the GM traits because they are competing with each other.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

(edited by StickerHappy.8052)

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Posted by: Tomiyou.3790

Tomiyou.3790

I don’t agree with removing the fire combo field from Fire Overload, but I do agree with it being a whirl finisher the entire time of the cast. Why? Well, it would make condi builds more potent for this, since the target basically has to stand in your aoe (which is tiny anyway) to get even some mild burn. Not really worth the 20s CD right now.

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Posted by: StickerHappy.8052

StickerHappy.8052

I don’t agree with removing the fire combo field from Fire Overload, but I do agree with it being a whirl finisher the entire time of the cast. Why? Well, it would make condi builds more potent for this, since the target basically has to stand in your aoe (which is tiny anyway) to get even some mild burn. Not really worth the 20s CD right now.

I am not removing the fire field, I only want the fire field after you finish spinning. That way you make full use of your whirl finisher, esp great with team combos. You do not lose anything bec you still get the fire field after that fact.

@All

Really 100+ views and no one has any thoughts?

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Xillllix.3485

Xillllix.3485

Really 100+ views and no one has any thoughts?

Personally I give up, most of your ideas are things we mentioned already. They just don’t care, we never even have feedback from the last beta weekend.

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Posted by: MadRabbit.3179

MadRabbit.3179

Yeah, mostly give up.

But thoughts…

Everything is secondary to getting, at least, one stack of stability build inheritantly into overloads or a minor trait. It’s really just not optional.

The power of the overloads is not on par with some game changing ultimate ability that creates a clutch if not shut out immediately. Getting shut out poses a huge penalty to the class. Particularly with water overload, because the ramp up effects are so minor compared to the payout that it’s really just a flat out waste of time if you get interrupted.

Take that and combine it with PvE mobs who have interrupt abilities on shorter cooldown than the casting time of the overload and a general inability to track cooldowns on multiple mobs in a zerg setting, overloads are pretty underwhelming in both PvE and PvP.

So, yeah, that change has to happen before anything else just to make the main mechanic less of a hair ripping experience without having to make a hard choice between the two most important traits in the entire spec line: Invorigating Torrents or Harmonious Conduit.

As far as your other suggestions, I disagree with the other trait changes. I don’t think we need more support based traits, but rather damage modifiers. The lack of damage modifiers is the big downside to taking Tempest. It’s redeeming value is the current support it provides and I don’t think it needs more.

We don’t have a weapon that is totally devoted to support. The majority of our weapon skills and utility skills are geared towards doing damage. We can’t have a total support build that doesn’t focus on damage to some extent without essentially gimping ourselves.

Finally, I just pretend warhorn doesn’t exist and don’t ever respond to threads about it. It would require really almost a complete rework to be something good and it’s currently #2 behind in scepter in what is now a three year wait.

Rehabilitated Elementalist. Now, trolling the Thief forums with my math.

(edited by MadRabbit.3179)

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Posted by: nearlight.3064

nearlight.3064

I think sand squall becoming an invuln would mean that its aura effect would have to be put on dust storm or something so the skill wouldn’t be too loaded, and maybe heat sync could extend the duration of all boons by two seconds instead in addition to its other effects.

I think lucid singuarility is the weakest trait currently, so any change would help make it better. I agree with more personal condi cleanse.

I also think that cyclone needs to just come out faster so it can be used to prevent a target from running away, since D/wh tempest (or D/F for that matter) can’t do much to stop a disengage.

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

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Posted by: Xillllix.3485

Xillllix.3485

If Overloads would be twice faster and tick damage twice faster they would make much more sense. Or if they had skills you can use (like tornado has) instead of locking you down (specially ranged skills for staff).

Note: The second option would require actual work to be done and not just number changes.

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Posted by: Winds.3087

Winds.3087

Yeah it would be nice if overloads did something different depending on what weapon you use… oh one may dream

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Posted by: Alekt.5803

Alekt.5803

Latent Stamina – Remove the ICD, this is such a pathetic trait to begin with.
.

The ICD is only on the attunement swap part (which is useless anyway since it is already gated by the water attunement cooldown).

Alerie Despins