Anyone else no longer have red glowing hands since the latest patch (when Berserker specced)?
Class: Warrior
Berserker Glow Effect
When specced into the Berserker Trait line the character’s hands would have a constant glow:
Since the latest patch the glow is only visible for a brief second (or two) after combat.
Not sure if this is a bug or an intentional change.
(But I loved it – please bring it back)
When designing the Tempest, they either forgot the Sceptre existed, or they originally planned for a mainhand sword. Either way, Sceptre was left behind.
I wanted the Tempest to be a viable condition build. But the scepter was left horrible, and the Warhorn cooldowns are too long.
Ele was the strongest profession going into the expansion, so it would have had the least priority.
Hopefully Karl can salvage the Tempest like he did the Dragonhunter.
Armor of earth makes getting an air overload off pretty easy….and with a focus, air 5 is a great stun for following up with air overload as well
A 75 second cooldown to use an Overload. Lol…
He uses Lightning Rod, no Stability trait…and Air Overload? So one Air Overload a match gets through?
Hmm In custom Arena … tempest runes heal for 700 something
So useless, then.
Please add an Endless Batwing Tonic recipe
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
There’s a huge difference between the two. Gwyn was requiring well over 100k bags to obtain. Now, it’s down to 1 in 10k or so. Which is a slap in the face to those of us that worked all year long for her. If they make it a simple recipe for the Endless Batwing Brew that would be a slap in the face to those of us who have obtained it.
So many complaints about this yet, all I see are people playing on the new maps instead of farming the heck out of Halloween.[/quote]
Stop being dramatic. And no amount of farming will get you an 1 in 25000 bags RNG item.
Please add an Endless Batwing Tonic recipe
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
the droprate is way higher than last year on the ToT bags, ive opened about 80k bags and got 5 Tonics, and enough of other stuff to break even after keeping 3 tonics.
Also just dont get the kitten shoulders if u cant afford it, there is plenty of other cool stuff that cost next to nothing…
Grats on opening 5000 gold worth of bags I guess….
Still does not dispute the fact that an RNG drop for this recipe is stupid.
I am enjoying the tempest new build.. plenty of aura mights and fury very strong support role. I am trying out sceptre and warhorn.. that gives perma 25 might and fury to party members.
loving overload as stun breaker
That is great that you like it, but other professions play that role without completely gimping their damage.
‘Warhorn may be useless, but who cares?’
Oh well that solves that! No need to bother buffing the horrible weapon, because evidently no one cares!
Also how are you getting your overloads off with no Stability?
Please add an Endless Batwing Tonic recipe
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
If they add a recipe it will cost 500g to make.
Your complaint is that you are poor, it has nothing to do with this luxury high end cosmetic item.
Being poor is not a valid complaint to change the game.
The entire thing costs 3000 gold…
But this is not about that. This is about putting a stupid RNG item into the recipe. It needs another way of being acquired, before it becomes a 1k+ costing item.
Please add an Endless Batwing Tonic recipe
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
It HAS shifted more to gem store and gold for everything, though. And ‘winning’ in GW2 is looking good.
Add Rune of the Tempest being the worst rune set in the game.
Still trash. No idea what Karl was thinking. All stats are useless on other rune sets, so put them on Tempest? Wut…
Any chance the Runes will actually be balanced?
Please add an Endless Batwing Tonic recipe
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
Mad King is ending, and still no recipe. This bottle will be 1k gold soon. ‘Earn it’ eh?
Deadly Cuddles -DS- Efficient Noxious POD MAP
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
Tagged for the future.
Karl is Dragonhunter, Daredevil and Tempest.
Robert is Berserker, Reaper and Chronomancer.
Irenio is Scapper and Druid.
Roy is Revenant (and maybe some Scrapper and Druid?)
I can tell you what 7K ToT bags (which i bought, not farmed) gave me :
- 4 zuzu cat
- several of the halloween weapons (around 10 of em)
- necklace (green refractor)
- necklace (black refractor)
- several mini dogs
- 1 endless batwing brew.
- 1 gift of spiders (made the bow with it)
- a whole bunch of candy corns which i used to get vendor items fromI didn’t aim for the items in bold, but i sold it all off and came out on top.
So, no, it isn’t impossible to get. Even selling off the black refractor and some other stuff would have given me just enough gold to buy the batwing brew, but i’m not interested in the shoulders.
You got ridiculously lucky. You are the exception, not the rule.
PvE or PvP?
PvP, nope. PvE…maybe. Tempest burning with dagger or scepter and warhorn MIGHT be ok. Sucks compared to other professions, though.
Tangled Roots Meta event is way too hard
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
I would, but I’m never on Nuhoch lane. I don’t even know how high their level usually goes. I just know that they managed to get it down, and that’s all that matters. It’s best I stick to the lanes I know.
Yes, the event still failed, but that is not the point of your argument. The point of your argument was that Nuhoch lane is impossible, which it is not.
So you had everyone in one lane, and that lane succeeded, while every other lane failed? Nice work.
He seems tuned for a massive group, with a lot of CC to break his bar.
If you only “occasionally use the overload skills” you’re not using that fresh air build properly. It’s main purpose is to constantly overload air by using [Fresh Air] to instantly reset the cooldown of air attunement, after which you re-enter air and use it’s awesome autoattack until you can overload air again. The tempest and earth lines are there to provide survivability/utility through auras and boons on auras (60% dmg reduction when you have a frost aura).
He is not using a Fresh Air build. Nor was the link to a Fresh Air build…
Oh, I was looking at the OP of that thread.
No worries. It seems half the people here did the same thing. There are two different conversations going on.
Completely agree.
Add Sceptre being useless to the mix. This makes Warhorn an even worse option.
Do Elementalists have a better anti-break bar skill than Ice Bow?
Seems eles lack skills to break bars…
I am talking PvE here:
A lot of your points are valid, so I will only bring up the few points I have contention with. I’m also answering in the same context.
- The 5 second cooldown upon entering an attunement: This is fine for Fire and Air, but it screws Water and Earth. Water is a heal and cleanse, yet you have to wait 5 seconds to use it, which is ridiculous. Earth is a CC, which would be good for break bars, yet having to wait 5 seconds kills your damage. It is also a blast finisher, that you can never time because you need 9 seconds.
At best, I would ask to have it knocked down to 4 seconds, but I guess I don’t have the same experience or opinion, at least, with staff and in PvE and here is why.
Typically, in PvE, you aren’t doing blasts on water field, but rather fire fields for might and fury. Also, the only reason to swap into water for PvE is to heal. Usually, when you do this in staff, you end up stacking both of your water fields to restore health, because you aren’t blasting them. And both of these are on 20 and 45 second base cooldowns, so the 20 second lock out on water isn’t that much of an issue. Usually, in PvE, I swap into water, cast my heals, then overload without much of a notice in tempo. Now, in PvP, water overload is a huge issue, but that’s a seperate discussion.
Yeah, the blast finisher on Earth is pretty awful, but the Earth overload is far from useless in PvE. Usually, I am overloading it on my way into a fight to stack protection, then laying down my blast finisher or a glyph of storms for blind and then swapping into fire to stack AoEs. The 4 second duration of the Earth storm provides just enough protection uptime to swap into fire and stack lava font and meteor storm before fire overloading.
- The 20 second cooldown after attunement: 20 second cooldown on interrupt means you are screwed. 20 second cooldown means many Arcane and Water traits become rubbish.
Arcane has a lack of synergy with Tempest and it’s pretty obvious it’s intended to be that way and they aren’t supposed to be in the same build. Whether or not this is bad design is subjective.
From a staff perspective, I think the 20 second cooldown is a bigger deal in PvP and less so in PvE, because it mostly amounts to a longer, slower rotation thru the attunements. If you are swapping elements with the intention of overloading each one, the cooldown cycles mean you will always have an element to go into.
As I mentioned before, the 20 second cooldown is less of an issue in staff, because most of your big abilities have cooldowns that exceed that cooldown.
Now, if you are playing D/D with shorter cooldowns and a faster playstyle, yeah these are valid cons, but just because a certain sets of traits doesn’t work well with a particular weapon’s playstyle doesn’t mean its broken as a whole.
- Non-instant Shouts: They interrupt Overloading. Rebound also fails to save you due to this.
I am hoping this is a bug
- Melee Overloads: Using Overloads get you smashed, and a lot of this is condition damage, which goes through your Protection.
My experience in PvE with overloads hasn’t been getting smashed and I think, at best, this is hpyerbolic. I will say that it requires more thinking and more situational awareness, but that’s the nature of the new open world content.
The rest of your points are room for improvement, though.
- My experience in PvE is doing all 4 new zones. Overloading in Dragon’s Stand is most often a death sentence, and you end up just not using it because it is a DPS loss if all you are getting is the might stacks.
- Opening in Earth means your Fire Overload goes on a 5 second cooldown when you switch, and also means you are now meleeing mobs who fire off multiple zillion damage hits. Now if you mean you are stacking Protection on the way to a fight, that would work.
- You do not swap to water, lay both your fields, then overload ‘without loss of tempo’. That is impossible, because of the 5 second cooldown.
- The 20 second cooldown is an issue because of interrupts. It means you must take the stability trait, because EVERYTHING has interrupt in the new zone.
You know what the best Tempest trait in the new PvE zones is, by far? Persisting Flames. The Lava Font on downing is absolutely critical to using the Tempest abilities. What does that tell you?
Tempest isn’t bad for open world and warhorn isn’t bad for a support weapon. Is that simple of enough to understand?
Anyways, I don’t really care about PvE. For PvP and WvW, Tempest functions very well if you know how to think outside the box.
Why do you always contradict yourself? I think you should just stay away from commenting on PvE.
Warriors are in the same boat with the Berserker, but their dev is Robert so…
The only point I can agree with from you or Senario is that overloads are easily interrupted. For PvE I wouldn’t use Tempest outside of open world anyways. Also, you guys know you don’t have to use warhorn right? Most support weapons are subpar.
Wow…
‘Tempest is bad for open world but your points for open world PvE are wrong. Warhorn is bad but your points about warhorn being bad are wrong’.
Why should I take you seriously?
So I have farmed 6k bags, and no bat tonic yet. Am I not RNGing hard enough?
Also, OP, you REALLY need to stop treating people’s time and effort like it was free.
P.S That WoW name for the shoulder piece is horrible.
Agreed don’t nerf. Anet said be prepared to use new traits, try new weapons etc. Sorry people can’t just beserk with a greatsword 24/7.
Chronomancers do just that, Chrono. So do Reapers.
I am talking PvE here:
- The lack of baseline Stability: every enemy and their mum in the new zone has a zillion stuns, pulls, knockbacks, knockups, interrupts, etc. You cannot Overload without taking the Stability master trait, unless you go Fresh Air and like having to refresh a lot.
- The 5 second cooldown upon entering an attunement: This is fine for Fire and Air, but it screws Water and Earth. Water is a heal and cleanse, yet you have to wait 5 seconds to use it, which is ridiculous. Earth is a CC, which would be good for break bars, yet having to wait 5 seconds kills your damage. It is also a blast finisher, that you can never time because you need 9 seconds.
- The 20 second cooldown after attunement: 20 second cooldown on interrupt means you are screwed. 20 second cooldown means many Arcane and Water traits become rubbish.
- Non-instant Shouts: They interrupt Overloading. Rebound also fails to save you due to this.
- Rebound sucks: A small heal does nothing, because the new zone is all about massive multiple hits, not the single death hits of the past. Needs to be instant, 60 second cooldown, and do a better job.
- No Aura on Eye of the Storm: 45 seconds for this?
- Melee Overloads: Using Overloads get you smashed, and a lot of this is condition damage, which goes through your Protection.
- Sceptre sucks: The autoattacks for the Sceptre are the worst attacks in the game. This means 99% of the time you will be using a dagger with the warhorn.
- Warhorn is sub-par for DPS: Heat Sync is weak. Wildfire is a massive static AoE on a long cooldown. Every single mob moves like a trackstar in the jungle, which means your fire carpet is constantly wasted. It also does not benefit from Persisting Flames’ 2 second increase (neither does Fire Overload), nor can Phoenix Blast it. Lightning Orb is absolutely horrendous.
-Trait Issues: Latent Stamina is horrible. Unstable Conduit needs the master Stability trait to work, yet it is meant to syngerise with the master Aura trait. This is ridiculous. No one can take Tempestous Aria, and Lucid Singularly is just too weak.
I have probably missed something.
If you only “occasionally use the overload skills” you’re not using that fresh air build properly. It’s main purpose is to constantly overload air by using [Fresh Air] to instantly reset the cooldown of air attunement, after which you re-enter air and use it’s awesome autoattack until you can overload air again. The tempest and earth lines are there to provide survivability/utility through auras and boons on auras (60% dmg reduction when you have a frost aura).
He is not using a Fresh Air build. Nor was the link to a Fresh Air build…
Right now I think a lot of players are hung up on a few issues:
1) They mindlessly follow a rotation and can’t overload because they’re constantly switching attunements.
2) They’re not willing to use anything other than cantrips even though some shouts would work well in their build.
3) They don’t know how to play builds without arcane or water trait lines.If they can adapt and get around these issues, then Tempest opens up a whole lot of build options.
Yeah, that MUST be it. It cannot possibly be that the spec has several obvious flaws, that make it difficult to use…
FYI, this is something we’re aware of and do indeed want to fix. The issue with it is a bit more in-depth, however, so it’s taking a bit longer.
Good to hear!
Any chance of making Persisting Flames increase the duration of Wildfire and the fire field fire overload leaves?
They cannot be played offensive support.
Forums are devoid of ele ANYTHING…
Feel free to check out the other profession sub-forums. I’m sure they will gladly share the nerf train with you guys ;-)
Ok…?
I’d argue that tempest is much more viable than base D/D ele in the current meta. D/D ele is still the king of slowly winning 1v1s, but that doesn’t matter when the meta has become so teamfight oriented that coodinated dragonhunter trap bursts can almost one shot a D/D ele if it doesn’t react enough to avoid it, which is difficult to do.
Tempest on the hand works a lot better because it has a a very strong teamfight presence with air overload spam that outclasses what base D/D ele can do, while using shouts/auras to sustain itself and its teammates. Being able to have so much shocking aura and so much protection (40% damage reduction) uptime is insane for survivability. Furthermore, wash the pain away is an amazing heal if you position it correctly to heal allies on a point.
OP, you may not be building your tempest correctly. The old water-arcane synergies don’t apply here anymore, the best builds are a total 180 of that playstyle and trait spread, and you can’t get by with doing specific rotations over and over again.
You have to finish your Air Overloads, though. Which means stability over regen and vigour.
Anet really needs to make the stability baseline.
(edited by Axialbloom.8109)
Please add an Endless Batwing Tonic recipe
in Guild Wars 2: Heart of Thorns
Posted by: Axialbloom.8109
I believe you said you were going to, but never did. This is needed for the new bat shoulders, yet they are entirely RNG or a zillion gold on the TP. The shoulders already cost 10 zillion gold, so why add more ridiculous costs?
Also, can you please add more stuff you earn through playing, and less stuff you just buy with gold. This games seems to be devolving into buy gems for gold to win.
Not able to play until after my exams, so cannot test this myself. Is Wildfire still bugged, and cannot be blasted by Phoenix? Would like to try a Sceptre/Warhorn burn build, and need this to work with Persisting Flames.
Oh, and is Wildfire’s duration still not increased by Persisting Flames?
(edited by Axialbloom.8109)
Going to try a sinister burn build when my exams are over. Will try warhorn, seeing as Anet killed Ring of Fire for PvE.
Anyone tried this? You can interchange dagger and sceptre for the MH.
I just cannot find a good use for it. Is it useless?
They patched Heat Sync to share Might and Fury. Only. So warhorn basically sucks.
I have always played an aggressive Fire/Earth/Arcane/Water build, (I gave up water in HoT). I’ve glanced at Tempest, but because I have very little interest in pvp I haven’t gotten to play with it, and in pve (just barely unlocked it, not even the first trait). So I’m just curious before I dive headfirst into HP if Tempest has any offensive potential. For a zerker type build (I really haven’t seen much other than supporting/ tanky build)
Thoughts? Build suggestions?
For PVE, Tempest is an upgrade to the Fire/Air/Water Staff DPS Elementalist. With Icebow 4 nerfed, it is difficult to take advantage of that +20% damage to foes with Vulnerability, and thus Water is no longer a mandatory spec.
Fire/Air/Tempest Staff DPS Elementalist lets you add Overload Fire to your standard Lava Font, Flame Burst, Meteor Shower, auto attack spam. You can switch to Air while you are casting Meteor Shower to add Overload Air into your spam rotation. Shouts and Overloads can give you perma-Fury (and Swiftness) if you take the relevant trait in Air spec.
Don’t listen to the naysayers about Tempest in PVP – Earth/Water/Tempest Staff Ele is perhaps the best Bunker in the entire game. I really don’t understand why people can’t see this.
Very flawed advice about the PvE spec. Switching to Air during Meteor Shower means you are going to have to wait 20 seconds before you can get back to fire. Starting in Air is the better option. Also taking the fury aura trait in air means giving up Ferocious Winds, which is not a good trade-off unless you are heavy auras. Fury comes from Persisting Flames.
You cannot take Invigorating Torrents and the 100% needed stability trait at the same time.
Tempest is just…meh.
Please sticky this. Was just spoiled by some self-centred kid.
Forums are devoid of ele ANYTHING…