Would a more dynamic overload recharge help?

Would a more dynamic overload recharge help?

in Elementalist

Posted by: Wise One.9321

Wise One.9321

What if we rolled the charge up to use an overload and the cooldown after using an overload into one timer? So basically U could use an overload as soon as U entered that attunment but at high attunment recharge. The flip side being the longer U stay in that attunmet the shorter the recharge when U do use the overload.

I find both the water and earth interesting Utilities but very situational. Asking us to predict 5 seconds in advance when we may need them devalues them. With the 5 second warm up, I think to make them reasonably useful they would have to be buffed to the point where they would be way OP

Doctor Ventur
Two wrongs don’t make a right, but three lefts do

Would a more dynamic overload recharge help?

in Elementalist

Posted by: The Great Al.2546

The Great Al.2546

I find both the water and earth interesting Utilities but very situational. Asking us to predict 5 seconds in advance when we may need them devalues them. With the 5 second warm up, I think to make them reasonably useful they would have to be buffed to the point where they would be way OP

This is the biggest problem with overloads IMO. Actually, this is a big problem with Eles in general – water and earth are situational and there is no reason to actually stay in the attunements. I was hoping that a mainhand weapon would have remedied this, since an OH with long cooldowns would never be able to change this.

Would a more dynamic overload recharge help?

in Elementalist

Posted by: Aluric.2741

Aluric.2741

I support this idea, it strays away from attunement camping while still preserving the idea that you are locked out of an attunement to do a big burst of damage/healing/cc. Would still like to see a trait that gives stability for overloads though so you aren’t such a big target for the million interrupt builds out there currently. You are a WiseOne indeed =).