Showing Posts For Banshee.9632:
Traits
The traits focusing most on overload which are bad. The focus on boons is the best of the trait line.
These Traidline also got another aura trait. So we got 6 trait lines with aura related stuff. As I like auramancer I am really sad, because all of them are so widely spread. Ok, can’t get all of them. q.q
The minors are kitten because overload is kitten. So Overload has to change or traits have to change it. The trait line has potential. But the potential has nothing to do with overloads as it stands now.
Singularity – access to overloads, but as they are bad this trait is useless.
Speedy Conduit – not very good on top of the bad overloads -> maybe switch swiftness with super speed because 5 sec. swiftness is not that great. especially when already all eles got access to permanent swiftness without it (other traits and skills)
Hardy Conduit – as overloads are bad this trait is bad. -> add a break bar (increase) of 2 or 3 sec. and extend the protection to the full overloading time. So overloads are only weak not total bullkitten
Gale Song – ok but I don’t like this trait types.
Latent Stamina – why on water? It’s not the water trait line. -> switch with something in water, but only powerful aura seem not to be water related. Or edit skill to react on all attuments (internal cooldown caps it)
Unstable Conduit – ok if overloads weren’t so weak.
Tempestous Aria – great
Earthen Proxy – great trait, I like it.
Harmonious Conduit – is way to weak. -> increase recharge reduction to 40% and add a reduction to the loading time of overload skills after attempt swap.
Imbued Melodies – it only works for others because when stuned we can’t access the skills. So the cooldown is way to high. And also all wapon related traits are removed from ele. Why adding a new wapon related skill? doesn’t make sense. -> reduce cooldown to 3-5 sec. Or change hole trait for shout reduction reduce by 20% and make stun break on warhorn baseline.
Lucid Singularity – and stunes? -> if Hardy Conduit will not be touched this one may also be a place to add a break bar or stability,
Elemental Bastion – this one is wow the only grandmaster worth it in this traidline.
I am play mainly pve. Solo most of the time.
I tested the tempest a bit. Here my thoughts. Sorry for the bad english.
Warhorn
I kind of like the warhorn in team fights. But some skills are problematic in a partys.
In most fights (pve) the team is near together, because of blast finshers and aoe boons.
It lacks 1 or 2 blastfinishers.
Heat Sync – is ok -> something enemy related like 3 sec burn (1 stack) would be nice.
Wildfire – dmg is kind of bad in comparison of the cooldown -> reduce cooldown to 20-25 sec
Tidal Surge – moves way to slow. The player himself can outruns it. It has nearly no range. Also I think the knockback makes it’s trashy for team fights. -> Give it more range or make it cast on target. And knockdown would be better.
Water Globe – moves away from the group. Giving team member (without Teamspeak) a very small timeframe to blast it. -> It wood be better if the field orientates on the players movement. When player is standing when casting it the field should also stay there. When player is moving then like it is now.
Cyclone – is good as it is.
Lightning Orb – dmg is just bad when enemy is not running away or several enemies are in a line -> the orb should shoot in 360° of it, making it possible to shoot backwards (shoots are limited). Also increase the shooting radius to 400.
Sand Squall – is great, but the description is not correct. It seems to add 4 sec protection and extends buffs also 4 secs
Dust Storm – is ok -> this skill would suite a wirlfinisher.
Overloads
My opinion – they look cool but thats all whats good at it.
We have to stay pretty long in one the attempt to gain access. They have long cannel time. We lose time to use good skills. And the attument cooldown extends much. I see no point in using them this way. Any. -> Reduce time before activation to 3 sec. max. The attument cooldown should be reduced to 15 sec. or make it a overload skill cooldown not affecting the attument cooldown itself. Reduce the longest channel time to 2-3 sec. All skills need a break bar of 2-3 sec min. So min. 2 stuns are needed to interrupt.
The following is in addition to the overall change:
Overload Fire – has bad damage -> needs a dmg buff
Overload Water – heal is bad in comparison of cast time > buff in the final healing and/or the pulse
Overload Air – with the changes from above it’s a little to good in combination with fresh air -> min. cooldown 5 sec.
Overload Earth – Blastfinisher, but non of my fields can blast with it. Dmg is just bad. -> add some bleed stacks on pulse. Moving the blast finisher to the beginning of the animation or make it pulse.