Showing Posts For Crusic.6531:
In PvP I constantly told that Tempest is OP " probably because I also /s TEMPEST OP! after 1v2 or holding nodes for days, you are unkillable in a 1v1. I laugh and giggle whilst getting top boon, top skirmisher, top healer, top defender, and a few more. this feeling is pure joy. my girl keeps asking me why im laughing all the time, it is because im so kitten surprised on how fun it is to be OP as all kittens.
please make this legendary, let me swap its stats on the fly!
sure, I just did a fair amount of solo and group content, and none of this will include the broken bar bonus damage. I have a total of 1 hour of shadow play recording, so it is not a huge sample size but it is ranging from different encounters which I used to get this info. I’ll cover my immediate observations and hope I have time to possibly make a larger post about findings in the future. but here is a general observation
REQUIREMENT-sadly
This build requires Pyromancer’s Training more than any other trait you can possibly take anywhere. IMO this should be a Grandmaster, I have attempted to switch out the fire trait line for air and arcane as they give more versatility but fall very short. This will allow you to pace your cool-downs by inserting a Drake’s breath in-between every fire weapon skill which is required to get the OP 28k group buffed burns.
UTILITY OPTIONS
I find that Signets and Glyphs both work fine, Glyph of Earth helps with breakbars/survivability(plus it synergizes with Strength of Stone) has a low cool-down and is pretty powerful considering it has insane range. I do take this over glyph of storms most of the time but has less use when fighting multiple mobs. so please swap them out when needed. as one is OP in groups(farming/event build up) and the other is OP in single target(bosses/champs/Hero point daily farming).When even more survival/breakbar assistance is needed Aftershock is also very helpful. but I cannot see what to replace it with as the cool-down is a bit much for that role. but I have had to take it for Preservers in Dragon Stand.
DAMAGE
-Average Mob non-veteran only lives 5.2 seconds in a 1v1 situation but only requires 2.5 seconds of animation time. So this is farm friendly considering the cooldowns for the fire skills are actually reasonable if you take the the burns only get to 5k before it stop attacking the 5k burns
-Veterans, I get so many different results on these in the duration of the fight compared to any other mostly because of the wide range of health pools. I can attain burns as high as 14k for 3-4 ticks solo if the RNG gods so desire and go as low as 6k for 1-3 ticks. I find that it can go lower if your Drake’s Breath gets interrupted by having to dodge roll but you will learn when enemies are about to do a telegraph, delay the Drake’s Breath till you are safe then continue.
for maximum constant burns you will have to place a drakes breath inbetween your weapon skills, utilities not included in the rule. as per my testing
Priority for skills is( assuming you are in melee already and are putting a Drakes breath inbetween each of these)
Burning Speed
Wildfire
Heat Syny
Overload Fire
This all concludes to my calculated DPS with conditions and direct damage if you follow what I have laid out above( which is most likely not optimal but just what I have found ATM to be the best output) on champs/bosses
I am showing over 1 minute because that is when all cooldowns reset
and this is not including the break bar bonus
With solo buffing and no vuln/consumables: 13410 DPS
With 25 might consumables, 25 vuln and random quickness+alacrity: 18755 DPS
where do you get the Trailblazer exotic insignia recipe?
it is 100% burn duration, the crit chance is for sustain as well as the assist to burn chance on crit, but it something I want to get rid of, like I said the Trailblazer set is ideal for what I want to get. it will allow for more rune options and possibly switch out smoldering if the runes make up for the lose elsewhere
I have a like mind in what burning can do. I do plan to go for the Trailblazer stat set when it comes out and remove the sigil of smoldering for energy or corruption . I am actually learning to enjoy the warhorn, mostly because I find the earth/water/air skills desirable against melee/range fights
the 20% boon duration means 20% more sexiness. swiftness if always up so im not sure why you need immunity to cripples. pick up ER if you feel like immobilize is a constant issue.
my record ATM is 32 stacks of burn solo. it averages between 18-22
I"m not into the idea of being locked into water, and I know it was not intended but I feel that Tempest elite should not be paired with water as they are both support based, and if you did you should be a support god.
What would tempest require to be a healthy support trait line that does not require water to be remotely decent?
Survival:
already mentions many times is the lack of condi removal via shouts and existing skill without the support of Cleansing Water,
Heals:
I also constantly see that Tempests are meh, healers even with water added in to the mix. Are the skill/utility coefficients just too low? are the base heal output too low?
or do we move more the mitigation like frost aura, protection, Aegis, Weakness or even boon stripping?
Auras:
we know that currently based off the first boss and trash that 70% of our Auras are useless in Raid are completely useless. fire, earth and air’s effects have no effect. in PvP we know that they can be alright, but more often are on cooldown than doing anything of relevance. should aura’s be able to apply to up to 10 allies? should they be innately stronger all across the board? what do Aura’s need to be wanted?
Are Bleeds affected by Burning Rage?
Are Burns affected by Serrated Stones?
no, and neither does Wild Fire
Wildfire is a bug I suppose, but it shouldn’t increase Overload Fire field… it’s just too much.
I don’t see how it would be too much, it would turn a 9 second fire field into a 10.8 second fire field. which is reasonable considering it is a grandmaster trait.
the grandmaster would make the overload give 1 more might, 1.8 more pulses of burn, and 1.8 seconds of firefield every 24 seconds. That sounds good, but not too much.
You still get far more out of Pyromancer’s Puissance + heat sync. which can easily give 25 stacks of might to a group with heat sync.
no, and neither does Wild Fire
Overview of my experience with the Tempest
I’m expecting to hear that this iteration was not including the nerfs that were put in the 29th.
I’ma go over my extensive testing of this elite specialization. I played it in VB, in sPvP and in WvW. I play a lot of professions, mostly elementalist, mesmer, thief, warrior and ranger. I mostly play unranked for fun, because I truly enjoy it. I also enjoy farming and fractals, which I run with guild and friends and seldom run a PUG. I help this helps place my perspective.
I ran this BWE3 with a zerker build and a rabid build, I ended up enjoying the rabid far more and found that it synergized with the tempest far greater. I would of liked to attempt a more support oriented build but it was just not in my cards. so I will be talking from a DPS outlook.
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Tempest Trait line: This is better but need to be looked at.
Grandmaster (8/10) overall: All really healthy for player options, none overpowers and one very specific. The grandmasters have Elemental Bastion and Imbued Melodies as options that work in PvP and PvE, which both work well with my experience. Lucid Singularity is pretty powerful in WvW and pretty much useless elsewhere, and that is fine.
Master Traits: One option, is that an option?
Tempestuous Aria (3/10): Might have it’s uses but when I attempted it. it felt weak. I thought the idea was for enemies to get weaker and for allies to get stronger but I was l shouts are on too long of a cooldown and the weakness is only for 3 seconds. overall, pretty weak, not something I would of taken but considering I was going to be surrounding myself with lots of enemies and many friends I didn’t notice the might or the weakness. almost like I never took the trait.
Earthen Proxy (2/10): I went with Elemental Shielding so I could get the biggest bang out of this. and have to admit it is not noticeable. if this was protection also increases healing and damage by 7% I would have been singing. but 7% less damage is nothing, I saw no reason to have this when it doesn’t support a group not help the group. it also doesn’t increase survivability enough. if it was 17%( to 50% total) I could see this as a PvP/tanky option that the devs mentioned we could be, as a “Melee support brawler ,up in the fray with.”.
Harmonious Conduit (9/10): For PvE this feels godly, it is absolutely perfect. the 10% for 5 seconds is what I thought overloads would do naturally, actually all of this should be built in. I truly do not understand how this is not a minor/baseline. this makes the overloads worth using and usable. without this…tempest feels like garbage. I tried it last and am very happy with this trait. VERY HAPPY. the right direction
Adept Traits (6/10): close, but no cigar
Gale Song 8/10: Perfect for a minor, wouldn’t change a thing. I won’t use it. but it works in all builds, can help anyone and everyone, it is competing with Tempest Defense, an air master trait. but I prefer options.
Latent stamina (1/10): considering water attunement for tempest’s who are not using a dagger in the off-hand water attunement is absolutely god awful, I do not see anyone taking this. vigor is rare and this 10 endurance is painful.
Unstable Conduit (9/10): This is a good trait in its output/applicable build options. it works with water, it increases DPS and makes the overloads feel even more powerful. synergizing with many other traits from other specializations
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Overloads, I’ll be talking about these without their overload buffing traits and with them, so please play attention
Fire Overload (7/10): This is feeling really good, the visualy are pretty freaking cool. the support element and the output make it feel like a real overload. I am alright with the range but extremely happy with it’s compliment to the warhorn . I couldn’t ask for more and consider it fair. THIS IS AN OVERLOAD!
TRAITED (9/10)
Water Overload (1/10): this overload is pretty weak ATM, and does not help, it pretty much makes things worse. as people will have to group up which just messes up everything, I really wish this was an exaggeration, but it isn’t. sPvP enemies just undo yout heal with far greater DPS and take advantage of all the eggs being in one basket. in PvE you lose so much damage for a sup par heal. which is just illogical to do. laughably so, this overload was great but now is undertuned. this ability doesn’t need more healing. it needs to reflect damage while channeling and apply Aegis to all allies. I cannot see healing being the only thing this does. it is pretty lack luster.
TRAITED 1(/10): still not worth a pennie
Air Overload (7/10): much like the Fire overload this synergizes strongly with the the traits and works with many builds, it was very powerful in zerker and was pretty helpful for the rabid the new range was a god send. my only issue is that it is in the air tree, which means I only want to be in this attunment for 5 seconds at most. so 10 seconds in this attunement is just WAY too long it goes against everything air is about.
TRAITED (8/10)
Earth Overload (8/10): This is overall an amazing change and iteration of the overload. It doesn’t synergize with many trait well, but it is powerful as it is that it doesn’t need any trait assistance. in zerking it was good in rabid it was good but the positioning and the natural stability make this ability worth that awful 5 seconds in earth.
TRAITED (9/10): it doesn’t get much other than an aura from the traits, it already has stability
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Warhorn skills 4/10: Earth and Fire feel great with the issue of some cooldown problems. If there was a trait for as low as 20% warhorn reduction I think it would be a contender for other option that I define as mandatory. air and water skills were so weak, which saddens me.
Heat Sync (9/10): this tool is so unique and special I find it so rewarding and works with everything the tempest is about, melee support. being close to your enemies and friends. I can see them removing the 3 might and increasing the cooldown.
Wildfire (6/10): The damage is pretty good, meh. but the cooldown is god awful, reduce it’s cooldown. it doesn’t fit a 5 skills criteria. it doesn’t buff anyone it doesnt debuff anyone, it needs to remove boons or or give fury if it is going to stay. this ability is just a firefield with some damage. this also does not work with Persisting Flames. which makes that trait , you get the picture
Tidal Surge (1/10): the cooldowns is really long, the heal is low, the regen is weak, the knockback is too weak, and the speed at which it moves is laughable. this ability with ANY cast time is not worth casting. if this was instant it would be considerably stronger. this is a whole lot of things that do nothing. in PvP it worked 1 out of 40 times on any enemy. but it does something, just nothing worth a penny.
Water Globe (0.0000001/10): wow, im not even sure this is usable. I tried, I really did. I have never gotten so frustrated and yelled at my screen, until now ( I came close that one time in skyhammer against 2 guardians, 2 warriors and a mesmer and 2 of my team members went AFK) this ability. my F!@# GOD. this needs to be way more than it is, this…35 second cooldown is . for what? what is this. I’m so sad, I need the ability to survive until the overload. this. I …im done (<<) …. ( --.)
Cyclone (5/10) a reasonable cooldown for a hefty swiftness and an unblockable extremely short range pull. I believe the range o the pull needs to be 240-300 and not 180 the cast time of 1 seconds is not okay and the travel speed on top of that obviously allowed for every single person to dodge it. This didn’t touch one enemy not a one, so it is pretty much a swiftness ability.
Lightning Ord (1/10) the damage of this ability is non existant, the vulnerability ( at best 5 stacks most of the time is was 2-3) I feel like this needs to track and move slower OR move faster and hit 20 times harder
Sand Squall (10/10): this ability is exactly the types of abilities a tempest should carry. a supportive and powerful ability that help everyone in all situations.
Dust Storm (8/10): this ability is powerful enough to take a 5 slow, it does a godo amount of bleed and protects it’s caster, it does a great in a defensive and offensive aspect of gameplay.
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Shouts (6/10), these are pretty odd. I’m not sure how I should feel about these. they share the aura minus"Eye of the Storm" . which is nice, but other than the aura most of these are pretty kittenty, but they share auras, but they suck, BUT they share. you see my thought process?
“Feel the Burn” (7/10): This has a reasonable cooldown, feels like it is meant to support the melee brawlers around me as I play, this synergizes better with buffs on aura application.
“Shock and Aftershock” (7/10): the damage is not important here, the cripple and immobilize are great, but the frosting on this cake is the magnetic aura. the issue is the range and the cast time. this does not work well with overloads, it is very powerful in WvW. I just wish this did less and had no cooldown, remove the damage, remove the cripple, it doesn’t help that much to give it a cast time.
“Eye of the Storm” (3/10) this is probably the worst of the shouts a 45 second stun break. , this needs an aura to warrant this cooldown. or to cleanse all conditions, or pulse knock-DOWNS. would be nice to have a way to eat through stability stacks
“Flash-Freeze!” (4/10) 3 seconds of chill, and 10% damage reduction for 5 seconds. with a cast time and a 25 second cooldown. Chill is too short ( I know they don’t want to make it longer, it is a scary condition) needs weakness, needs more range. as it stands I’ll never use it over a signet or cantrip or a sigil.
“Rebound” (0/10): mostly because this is broken, I activated it I still die, the cooldown is really bad. the heal that I read on the tool-tip if it were to heal me, that is just pathetic for an elite skill. this is supposed to compete with Rampage? to compete with Lichform? yeah, even if the heal did go off, which now that I think about it, it might of went off and was just so weak I still died, 0/10
Overall, this allows for some pretty good builds, I am pretty happy with the majority of it. I am confused on what some of these have to do with tempest. overall it is a (7/10) feels good. I enjoy it.
(edited by Crusic.6531)
Quality of life request
Please can we have a key that is just for overloading the current attunement, F5 is ideal, it would interfere with nothing and would make every player who has played tempest that I have talked to and I much much happier.
Auras apply AOE Dots depending on the aura, earth ~bleeds. Air~confusion, fire~burns, water~ torment
Edit:Oh and thank you from removing icebowes nonsensical op bs. I hope this makes room for conjures to get realistic tuning
(edited by Crusic.6531)
Also, can wildfire please remove boons again?
The reason that the boon removal on the skill was removed was never explained to us. Even if its toned down to be less boon removal, I still think that boonhate is a serious potential niche for tempest to help differentiate from base elementalist in terms of functionality.
Wildfire could at least remove might from enemies, so then we would share our might to allies with heat sync and remove might from enemies with wildfire. Might management with fire attunement of warhorn.
This is one of the best ideas I have read regarding Wildfire. It provides some serious play against heavy might-stacking classes.
I would feel more content if it removed regen, stability and quickness as well, otherwise this ability still seems lack luster for the super long cooldown of 30 seconds
Edit: or applied weakness
these changes seem fair for the most part, none seem overpowered none seem too hindering, but I am not sure that the fire overload was in need of a nerf as it is the fire overload. it is a fire tornado with really really really REALLY small range and is blockable.
I would love to see what you are going to do to the Warhorn air and fire 4 and 5 to make them worth using now that fire 4 got destroyed( which it needed) and will now never be used as 25 stacks of might is currently always up as it is.
I feel like warhorn is confused on what it supposed to be for air/earth/water. These are so un-synergetic it plays weak in pvp of all types and even odder in pve.
Rebound is…well…it…I want to say it is useful but 99.9% of the time when I told the people I was on skype with that I was gunna use it they all got scruwged over and it got used on nothing but autos. So totally useless
Overloads, still have way way way too high of a risk for a damb awful reward. What good is an aura at the end of a overload if you can never ever finish to get the dumb aura. Please, fix this. There is no way anyone will let you cast these in a " melee " role. Who ever thought that this was a good idea,no just no! Oh and the earth overload break bar breaks 100% of the time in pvp it broke over within seconds
I don’t even need togo over how useless the traits are, others have done that more than enough
Shouts.way too long of a cool down for how weak they are. Every time I used them I regretted pressing that utility compared to GoE, FB, SoF, AoE or CF. please if these are going to remain this weak dramatically reduce the cool downs to something around 20
Specific details
Shouts
Fire shout: a pretty pathetic AoE burn and a fire aura. First of all fire aura is really lame to begin with enemies don’t care that you have it you are already at 25 might stacks and this cool down is just a sad sad joke
Earth shout: this feels powerful and useful it synergies with itself and all the tempest toolkit. But this cool down is way overboard. Either game the immobilize pulse for an additional three seconds or reduce the cool down to 30
Air shout: just give this air aura and it is worth using
Water shout: double the chill duration and aura duration or half the cool down anything less and it would better to use flash
Warhorn:
Earth 4: sounds perfect
Earth 5: needs to pulse faster and more range I don’t think this worked on a single enemy the 80 times I used it
Air 4: completely useless I will call this…“Why press me”. This is by far the absolute worst weapon skill in the game
Air 5: read above ability and it is pretty close to that
Fire 4: this is a great skill it has great synergy
Fire 5: " your cool down is TOO kitten HIGH"
Water 4: too slow too small
Water5 feels perfect for mobile engagements but feels odd when you have to stay in one area or there are small things in the environment that stop it early..very odd
Traits:
I have no clue what the design idea is here. These are all bad.the ones that looked good just sucked in application and the ones that looked bad were even worse. I wish I had one nice thing to say but I don’t
Overloads
Fire. “The risk is TOO kitten HIGH”
Air: The risk is TOO kitten HIGH"
Earth: The risk is TOO kitten HIGH" and it is just too small and weak, it might as well be a death sentence
Water: feels really good risk matches the reward. Protectable with earth shout while booking it out of trouble. Nicely done
(edited by Crusic.6531)
Or a rune set that makes auras put out burn to all nearby targets for 6 seconds, so if the tempest plays in a party of 5 and puts out 1 aura and it goes on 3, all nearby targets to the tempest who applied the auras get 3 burn stacks. It’s true incentive to go water and it synergies with the " melee combat support." The tempest will have to be in the front line to get any effect, and the damage will be pretty nice on top of the current toolkit, heck, make this a grand master.
(edited by Crusic.6531)
complete trait overhaul
I’m not sure if the issue with Tempest has been expressed enough( which is has) but, I’ll explain simply. You should never lose more from one option than you gain from some other option. If anything, when you press a button, it should mean you gain something and have no better option than “IT” at that time.
that being said. Overloads are absolutely terrible as they stand in almost all situations. everything you take to be able to call yourself a tempest you can already do, with less risk and more reward. you lose a full trait line as well. the overloads, which many make jokes about, do not respond to that issue with equal value.
“If I give you a spoon and take away all your fingers and toes, what opportunities did you gain and what did you lose?”
Playing many sPvP matches/open world encounters in condi gear and zerker/rampagers/celestial gear, I see no reason to camp any attunement outside of fire. and that is super weak as well. Even with these changes. we are still losing an entire trait line of real traits, and no you cannot call any of them worth a kitten .
These tools we gain by taking tempest are of far less value overall than the traits we lost. be it fire/water/arcane or water (we all know earth is not even an option if you want to not be a hindered to those around you)
(edited by Crusic.6531)