Tempest PvX improvement

Tempest PvX improvement

in Elementalist

Posted by: magical giant.8650

magical giant.8650

Hey guys!

State 3 things that could make Tempest more fluid to play!

1: being able to change attunement while overloading (without breaking the overload)
2: lower cooldown on “shock and after shock” and add lightning aura to “eye of the storm”
3: breakbar for all overloads!!!

“Existing Isn’t A Crime!” Franky – One Piece

Tempest PvX improvement

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Posted by: demonsmind.4327

demonsmind.4327

yes break bars on overload is definitely needed imo.
1: rebound needs to be relooked at as of now its useless. how about have an increase cooldown to 120s or even 180s but no cooldown on the next skill you use. imagine burning speed, lighting flash, burning speed lol that’s some nasty damage.

2: Unstable Conduit maybe have the auras activate as soon as you overload but have an internal cooldown .

3. definitely the ability to swap attunements without canceling overloads is a most.

Tempest PvX improvement

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Posted by: Laraley.7695

Laraley.7695

1. Look at it.
2. Remove it.
3. Replace it with something else.

Tempest PvX improvement

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Posted by: scerevisiae.1972

scerevisiae.1972

only 1 thing required IMO – make overloads work at range.

1) make overloads cast storms that appear at the caster, and travel across the battlefield up to 900/1200 range so they work with all Ele weapons.
2) make the traits interesting
3) replace the elite

downed state is bad for PVP

Tempest PvX improvement

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Posted by: Swiftwynd.1685

Swiftwynd.1685

1.) Add an Aura to Every Shout. Give Light Aura to “Wash the Pain Away!”, a Lightning Aura to “Eye of the Storm!”, and lastly a “Chaos Aura” to “Rebound!”.

2.) Break Bar for all Overloads, Standardized Cast Times, Impactful Finishes. If the overloads all have break bars and standardize their cast durations to 4 seconds, adjusting numbers and effects accordingly to be more impactful than current iterations. Fire and Air need better payoffs for completing, as Earth and Water are fine with their current pay offs (which would be increased for Water with the longer cast now.)

3.) Allow a second press over the Overload to quickly send the Overload out to a ground targeted location. This would allow overloads to be used from range, but the travel time would lessen their total duration as opposed to using them in melee.