Showing Posts For Mahuyo.3079:

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

This was exactly what I meet. Okay, u say scrap the whole thing. Like to see u program a new weapon, program new traits, that’s 12 traits, your ovreload mechanic, and then balance it to the other professions. It is much easier to take a current theme and modify it. I know what it takes to program.

So saying to scrap the whole thing. Why don’t you go and program it for anet.

I’m saying take that we have and adjust it.

Not that I am supporting the “Give us Sword MH” movement, but as I said in another topic, the problem with the Tempest is a design issue.

Until people at ANET realize this we will go through so many interactions of the Tempest that will be either an OP version of our already excellent way of doing a brawler/group support role or a horribly UP version of it.

The amount of resources that will be spent trying to fix this mistake do not justify trying to fix a broken concept.

ANET should go back to the drawing board and look at the Elementalist and ask the important questions:

- What would be an entirely new role? (In case our Dev doesn’t know, we are coveted in groups for these rolls we excel at: Melee Brawler/ Group Support, Long Range Nuke and Group Buffer / healer)
- What should be the mechanic introduced to achieve it?
- What weapon will we give to achieve it?
- Which skills will we give to achieve it?
- Which traits will it need to do that? – and it needs to think of 3 ways of doing so.
- Does the above have synergy with the existing core trait lines?

I’m not saying Tempest is or will be a good spec, but it is better revising the issues with it, then giving us a crap spec that Tempest is, I think is better than having to wait till the next expansion to get a good spec

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

ah OK then its OK anda nice one. Thought the ICD is for the whole trait, which makes is a bit meh..
I try to find a spec that makes sense/suits me with tempest but totally fail. The only option i might have build a healer/aura support.

The eye of the storm trait had a kitten cut it to 20 – 25.
And aura heal had 20 which I removed

Is the icd on the heal effect or the frost aura effect? I understand it on the forst aura effect but on say the healing effect it seems kind of pointless well unless it was on the level of a heal skill.

Other then that i think some number on applying buffs should be pushed up a bit and WH skills that apply buffs cd should be dropped some.

I must say its nice to see a person not asking for every thing about tempest to be changes if you read some other ppl post it sounds like they want ele 2.0 or pure power creep for tempest and if they do not get this they simply want the class to be removed.

i believe it is on the frost aura, and that is what a previous comment said, though i could have been wrong but the healing on the GM is like 560, which i think is horrible for any class reason why i would triple it, if they do buff it the least that i would like to see is 1000 the most i would think is 1500, so i picked 1200. And i think that most of the things in Tempest are kinda finalized with skills and overloads, and i do think that some of the trait are nice. But i really wanted tempest to be good at cleanse, and maybe a nice heal, which i would say water OL does well, no, no, no, REALLY WELL (go from some 100 to 75% health yea). My biggest issue is that i do all my damage on % base and there is no % dmg on Tempest which i don’t think makes any sense, when all the other lines have 1, and then they give us shouts which alright, then i see that GM trait and i’m like yea that is what i want, but then i get into verden brink no instance and i get defeated in seconds, and yea i play a glassy spec, but even if i do i shouldn’t be defeated instantly, and with that trait give it something that would make people want to take it like cleanse and condition, that would give most Tempest access to i think 5 auras, and i think auras are kinda hard to come by, because they mainly come in fields.

Tempest not a dmg dealing class ele dose and should do more dmg then a tempest at all times. Now if you wanted more support for tempest that good that the main deal with the tempest class.

That is kinda what i’m saying, and just because it’s not a dmg spec doesn’t meet we shouldn’t get a 10% dmg buff. They should keep with they tradition, if you wan’t, the dmg buff in all lines, and the main support that eles should give is with auras.

I am not sure that fits the tempest ideal maybe a support effect that lets your team hit ppl for say 3% more is a better way to make it. I just think a blunt + dmg for tempest line dose not fit the ideal of the class that well.

Added note you know the ele class is missing a class only buff like gurd gets a +150 def for there team war gets +150 for there time maybe tempest can get +3% dmg done or something.

Okay I understand that but the dmg buff that I think I should get fits for what the devs say tempest is which is a mid range support class

Not sure when the devs called it a mid range support i though it was a melee or near melee support. How would giving your pt a dmg buff not fall into support vs how would giving your self more dmg be seen as support?

Simple, You kill things Faster. That is support if i say so myself.

That not a good reason to call something support.

So killing thing fast so downed play can rally is not a good reason?

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

Scrap the whole thing.

Change the Elite Spec to “Abjurer”.

6-10 skills are Wards.

MH Sword.

Problems solved.

This was exactly what I meet. Okay, u say scrap the whole thing. Like to see u program a new weapon, program new traits, that’s 12 traits, your ovreload mechanic, and then balance it to the other professions. It is much easier to take a current theme and modify it. I know what it takes to program.

So saying to scrap the whole thing. Why don’t you go and program it for anet.

I’m saying take that we have and adjust it.

(edited by Mahuyo.3079)

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

ah OK then its OK anda nice one. Thought the ICD is for the whole trait, which makes is a bit meh..
I try to find a spec that makes sense/suits me with tempest but totally fail. The only option i might have build a healer/aura support.

The eye of the storm trait had a kitten cut it to 20 – 25.
And aura heal had 20 which I removed

Is the icd on the heal effect or the frost aura effect? I understand it on the forst aura effect but on say the healing effect it seems kind of pointless well unless it was on the level of a heal skill.

Other then that i think some number on applying buffs should be pushed up a bit and WH skills that apply buffs cd should be dropped some.

I must say its nice to see a person not asking for every thing about tempest to be changes if you read some other ppl post it sounds like they want ele 2.0 or pure power creep for tempest and if they do not get this they simply want the class to be removed.

i believe it is on the frost aura, and that is what a previous comment said, though i could have been wrong but the healing on the GM is like 560, which i think is horrible for any class reason why i would triple it, if they do buff it the least that i would like to see is 1000 the most i would think is 1500, so i picked 1200. And i think that most of the things in Tempest are kinda finalized with skills and overloads, and i do think that some of the trait are nice. But i really wanted tempest to be good at cleanse, and maybe a nice heal, which i would say water OL does well, no, no, no, REALLY WELL (go from some 100 to 75% health yea). My biggest issue is that i do all my damage on % base and there is no % dmg on Tempest which i don’t think makes any sense, when all the other lines have 1, and then they give us shouts which alright, then i see that GM trait and i’m like yea that is what i want, but then i get into verden brink no instance and i get defeated in seconds, and yea i play a glassy spec, but even if i do i shouldn’t be defeated instantly, and with that trait give it something that would make people want to take it like cleanse and condition, that would give most Tempest access to i think 5 auras, and i think auras are kinda hard to come by, because they mainly come in fields.

Tempest not a dmg dealing class ele dose and should do more dmg then a tempest at all times. Now if you wanted more support for tempest that good that the main deal with the tempest class.

That is kinda what i’m saying, and just because it’s not a dmg spec doesn’t meet we shouldn’t get a 10% dmg buff. They should keep with they tradition, if you wan’t, the dmg buff in all lines, and the main support that eles should give is with auras.

I am not sure that fits the tempest ideal maybe a support effect that lets your team hit ppl for say 3% more is a better way to make it. I just think a blunt + dmg for tempest line dose not fit the ideal of the class that well.

Added note you know the ele class is missing a class only buff like gurd gets a +150 def for there team war gets +150 for there time maybe tempest can get +3% dmg done or something.

Okay I understand that but the dmg buff that I think I should get fits for what the devs say tempest is which is a mid range support class

Not sure when the devs called it a mid range support i though it was a melee or near melee support. How would giving your pt a dmg buff not fall into support vs how would giving your self more dmg be seen as support?

Simple, You kill things Faster. That is support if i say so myself.

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

ah OK then its OK anda nice one. Thought the ICD is for the whole trait, which makes is a bit meh..
I try to find a spec that makes sense/suits me with tempest but totally fail. The only option i might have build a healer/aura support.

The eye of the storm trait had a kitten cut it to 20 – 25.
And aura heal had 20 which I removed

Is the icd on the heal effect or the frost aura effect? I understand it on the forst aura effect but on say the healing effect it seems kind of pointless well unless it was on the level of a heal skill.

Other then that i think some number on applying buffs should be pushed up a bit and WH skills that apply buffs cd should be dropped some.

I must say its nice to see a person not asking for every thing about tempest to be changes if you read some other ppl post it sounds like they want ele 2.0 or pure power creep for tempest and if they do not get this they simply want the class to be removed.

i believe it is on the frost aura, and that is what a previous comment said, though i could have been wrong but the healing on the GM is like 560, which i think is horrible for any class reason why i would triple it, if they do buff it the least that i would like to see is 1000 the most i would think is 1500, so i picked 1200. And i think that most of the things in Tempest are kinda finalized with skills and overloads, and i do think that some of the trait are nice. But i really wanted tempest to be good at cleanse, and maybe a nice heal, which i would say water OL does well, no, no, no, REALLY WELL (go from some 100 to 75% health yea). My biggest issue is that i do all my damage on % base and there is no % dmg on Tempest which i don’t think makes any sense, when all the other lines have 1, and then they give us shouts which alright, then i see that GM trait and i’m like yea that is what i want, but then i get into verden brink no instance and i get defeated in seconds, and yea i play a glassy spec, but even if i do i shouldn’t be defeated instantly, and with that trait give it something that would make people want to take it like cleanse and condition, that would give most Tempest access to i think 5 auras, and i think auras are kinda hard to come by, because they mainly come in fields.

Tempest not a dmg dealing class ele dose and should do more dmg then a tempest at all times. Now if you wanted more support for tempest that good that the main deal with the tempest class.

That is kinda what i’m saying, and just because it’s not a dmg spec doesn’t meet we shouldn’t get a 10% dmg buff. They should keep with they tradition, if you wan’t, the dmg buff in all lines, and the main support that eles should give is with auras.

I am not sure that fits the tempest ideal maybe a support effect that lets your team hit ppl for say 3% more is a better way to make it. I just think a blunt + dmg for tempest line dose not fit the ideal of the class that well.

Added note you know the ele class is missing a class only buff like gurd gets a +150 def for there team war gets +150 for there time maybe tempest can get +3% dmg done or something.

Okay I understand that but the dmg buff that I think I should get fits for what the devs say tempest is which is a mid range support class

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

Earth Overload- make this useful by making the anthill we ride knock players back when you run into them? Give it some CC effects.

Think this should go on a different thread but though of this last night

The Changes in Tempest, That should be Made

in Elementalist

Posted by: Mahuyo.3079

Mahuyo.3079

ah OK then its OK anda nice one. Thought the ICD is for the whole trait, which makes is a bit meh..
I try to find a spec that makes sense/suits me with tempest but totally fail. The only option i might have build a healer/aura support.

The eye of the storm trait had a kitten cut it to 20 – 25.
And aura heal had 20 which I removed

Is the icd on the heal effect or the frost aura effect? I understand it on the forst aura effect but on say the healing effect it seems kind of pointless well unless it was on the level of a heal skill.

Other then that i think some number on applying buffs should be pushed up a bit and WH skills that apply buffs cd should be dropped some.

I must say its nice to see a person not asking for every thing about tempest to be changes if you read some other ppl post it sounds like they want ele 2.0 or pure power creep for tempest and if they do not get this they simply want the class to be removed.

i believe it is on the frost aura, and that is what a previous comment said, though i could have been wrong but the healing on the GM is like 560, which i think is horrible for any class reason why i would triple it, if they do buff it the least that i would like to see is 1000 the most i would think is 1500, so i picked 1200. And i think that most of the things in Tempest are kinda finalized with skills and overloads, and i do think that some of the trait are nice. But i really wanted tempest to be good at cleanse, and maybe a nice heal, which i would say water OL does well, no, no, no, REALLY WELL (go from some 100 to 75% health yea). My biggest issue is that i do all my damage on % base and there is no % dmg on Tempest which i don’t think makes any sense, when all the other lines have 1, and then they give us shouts which alright, then i see that GM trait and i’m like yea that is what i want, but then i get into verden brink no instance and i get defeated in seconds, and yea i play a glassy spec, but even if i do i shouldn’t be defeated instantly, and with that trait give it something that would make people want to take it like cleanse and condition, that would give most Tempest access to i think 5 auras, and i think auras are kinda hard to come by, because they mainly come in fields.

Tempest not a dmg dealing class ele dose and should do more dmg then a tempest at all times. Now if you wanted more support for tempest that good that the main deal with the tempest class.

That is kinda what i’m saying, and just because it’s not a dmg spec doesn’t meet we shouldn’t get a 10% dmg buff. They should keep with they tradition, if you wan’t, the dmg buff in all lines, and the main support that eles should give is with auras.

Phoenix and strafing problem

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Posted by: Mahuyo.3079

Mahuyo.3079

i believe it works in an angle prospective where it will grab your position when it hits ur target then grabs ur position and flies strait back to that position. Though i’m not positive, because i think Scepters too slow for dmg out put to be good, think maybe is should be more condie base.

Warhorn Weapon Strength question

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Posted by: Mahuyo.3079

Mahuyo.3079

I though that they the average of the weapons high and lI were taken to get the dmg, or is that for theif?

Why is it even called tempest?

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Posted by: Mahuyo.3079

Mahuyo.3079

Tempest defense squad, you rang?

Seriously though we all can agree that the warhorn is the best part of the elite sepcialization, as evidenced by the voting thread. And honestly all we really need to make tempest good is to make the overload storms actual storms in their potency and changing traits/skills/mechanics to be overall more impactful, and hopefully with a healthy dose of stability!

No. It isn’t even least bad. That honor goes to Shouts as there are a couple of good ones. Although they still have nothing to do with the Tempest name.

You’re wrong according to this poll, in which the warhorn received the highest rating, although utilities were only a tad lower.

https://forum-en.gw2archive.eu/forum/professions/elementalist/Tempest-BW1-Let-s-Vote/first#post5364184

A poll? You think I am a Pollitician? Something can be popular and still wrong. Polls can be rigged or subject to polling bias. I know I never voted in that poll … nor any of my other pvp/wvw teammates that play ele. Warhorn is behind focus and dagger unless you are pve buffing or zerg surfing … then it may be useful as a buff bot tool.

lol, your wrong because of a poll … so many dead philosophers and scientists turning in their grave.

Arrmmm, the masses tend to be right. Reason why u add up the answers, then divide by the pop number gives u the answer. And I think we are called Tempest, mainly because of Stormcaller.

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

ah OK then its OK anda nice one. Thought the ICD is for the whole trait, which makes is a bit meh..
I try to find a spec that makes sense/suits me with tempest but totally fail. The only option i might have build a healer/aura support.

The eye of the storm trait had a kitten cut it to 20 – 25.
And aura heal had 20 which I removed

Is the icd on the heal effect or the frost aura effect? I understand it on the forst aura effect but on say the healing effect it seems kind of pointless well unless it was on the level of a heal skill.

Other then that i think some number on applying buffs should be pushed up a bit and WH skills that apply buffs cd should be dropped some.

I must say its nice to see a person not asking for every thing about tempest to be changes if you read some other ppl post it sounds like they want ele 2.0 or pure power creep for tempest and if they do not get this they simply want the class to be removed.

i believe it is on the frost aura, and that is what a previous comment said, though i could have been wrong but the healing on the GM is like 560, which i think is horrible for any class reason why i would triple it, if they do buff it the least that i would like to see is 1000 the most i would think is 1500, so i picked 1200. And i think that most of the things in Tempest are kinda finalized with skills and overloads, and i do think that some of the trait are nice. But i really wanted tempest to be good at cleanse, and maybe a nice heal, which i would say water OL does well, no, no, no, REALLY WELL (go from some 100 to 75% health yea). My biggest issue is that i do all my damage on % base and there is no % dmg on Tempest which i don’t think makes any sense, when all the other lines have 1, and then they give us shouts which alright, then i see that GM trait and i’m like yea that is what i want, but then i get into verden brink no instance and i get defeated in seconds, and yea i play a glassy spec, but even if i do i shouldn’t be defeated instantly, and with that trait give it something that would make people want to take it like cleanse and condition, that would give most Tempest access to i think 5 auras, and i think auras are kinda hard to come by, because they mainly come in fields.

The Changes in Tempest, That should be Made

in Elementalist

Posted by: Mahuyo.3079

Mahuyo.3079

ah OK then its OK anda nice one. Thought the ICD is for the whole trait, which makes is a bit meh..
I try to find a spec that makes sense/suits me with tempest but totally fail. The only option i might have build a healer/aura support.

The eye of the storm trait had a kitten cut it to 20 – 25.
And aura heal had 20 which I removed

The Changes in Tempest, That should be Made

in Elementalist

Posted by: Mahuyo.3079

Mahuyo.3079

“Minor Master = Speedy Conduit Gain swiftness when overloading an attunement.”

I don’t understand the purpose of this trait. You don’t really need swiftness when you are overloading.

i kinda think it is alright, because lets say u r trying to get out of an engagement pop earth OL and they can’t really get u. i think quickness would be better but maybe to powerful, thus i agreed with the trait

The Changes in Tempest, That should be Made

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Posted by: Mahuyo.3079

Mahuyo.3079

Now I played Tempest in the Previous demo and I was shocked about how horrible it was, I mean I got into Verden Brink, went after one of those big Dino (don’t remember the name of it off the top of my head), and went up then down, then up and down, the defeated. I was like “What the @#$% Happened”. So i’ve been looking at the traits, and thought of the changes that i think should be done with them.

I kept the original names for reference, and changed some of the CDs that could have make the trait better. And plz tell me any changes that you think would be nice, just no “Tempest Sucks”, “Delete Tempest”, ext, ext. And not that this is only Traits not the skills or anything. I will also say that some of the trait are interesting and could be good in some manner

Minor Adept = Singularity Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity.

Major Adept = Gale Song 20s Trigger “Eye of the Storm!” when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.
Major Adept = Latent Stamina 10s Apply vigor in a radius when attuning to water. Granting vigor to allies also restores a portion of endurance.
Major Adept = Unstable Conduit Overloading an attunement grants an aura based on the element you’re attuned to when the ability is completed.

Minor Master = Speedy Conduit Gain swiftness when overloading an attunement.

Major Master = Earthen Proxy Damage is further reduced when you are under the effects of protection.
Major Master = Harmonious Conduit Recharge from overloading an attunement is reduced. Reduce the Recharge of Shout skills by 20%
Major Master = Tempestuous Aria Deal more damage when within 800 of an enemy(10% More damg).

Minor Grandmaster = Hardy Conduit Gain protection while overloading an attunement.

Major Grandmaster = Element Bastion Auras you apply heal(1200) and remove a condition(1) from yourself and allies.
Major Grandmaster = Imbued Melodies 10s Upon casting, warhorn abilities break stun for allies you are facing.
Major Grandmaster = Lucid Singularity 10s Remove and gain massive resistance to movement-impeding conditions while overloading your attunements.

Tempest creates entirely new role for ele?

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Posted by: Mahuyo.3079

Mahuyo.3079

Well I kinda agree and disagree with the answer there are some thing that Tempest can do but anet need to improve them. The 1 thing i’m thinking about is the aura trait in the Grand tier which gives healing which should be more like the meditation trait in guardian what heals u for each meditation uses there I could be maybe mhh for support, I think if they add a dmg buff trait, which all the others do eles can still be viable in pvp and maybe in a manner be less glassy. I will not to people that I not a pvper so I can not say for shore that it will, and from all that Tempest feedback some hope is on the rise.

What's With the Hate?

in Elementalist

Posted by: Mahuyo.3079

Mahuyo.3079

My main thing with tempest was that I couldn’t fit it in with my build, all the others I could, but my Critomancer build was not viable and I tried an Auramancers build, and the last trait that heals for each aura didn’t feel potential enough because I was pop all my shouts at once, I think that should be more similar to Monks focus healing, I do feel that is a little stronger. As for OLs water I think is fine just like some 1 time skill that so healing, fire and Air should be ground targetable, earth could have a bigger radius.

[Feedback] on Revenant Beta

in Revenant

Posted by: Mahuyo.3079

Mahuyo.3079

Things that I just thought phase traversal shouldn’t need a target, and maybe the initial move could be a little longer kinda like riposting shadows because I used that mainly like burning retreat. I did get warp from, i’ll say the wurm event, site 4 to site 3 when working on the explosive event, which I though was kinda funny, would’ve take that out though, kinda wish I had my tag on love watching my tag jump around with skill 3. Ooo yea make Jade wind stronger against, I think elite + mobs, but I know Champs weren’t really effected against Jade Wind, maybe should apply petrify them instead of Daze for 3s. Also, I agree with a later post that demon stance elite should apply Resistance with each pulse maybe so with pain absorption making each condition applied a little longer and I will say a stronger resistance for each condition absorbed. I would say not really Appling to the revenant, but mainly because of it, more armor sets are needed, I was having fun with Carrion stat equipment, but it seemed that I wanted dmg more than condie dmg, just to have that build diversity.

[Feedback] on Revenant Beta

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Posted by: Mahuyo.3079

Mahuyo.3079

Okay i will say that Revenant i had the most fun with playing with Shiro, the thing is that i think Shiro might be a little to powerful on the leeching/live drain side as i’m tanking and is like i’m not take any dmg, but see the green numbers, and i did die the dungeon because i was getting tired with the about of mobs i was fighting. though the 3 skill should take off the heal hits it seemed that i only took 3 off.

General Reaper Feedback

in Necromancer

Posted by: Mahuyo.3079

Mahuyo.3079

i’m really not a necro person but what i think would be nice i making Reaper a little more tanky and maybe stronger chill fields

Dragonhunter Feedback

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Posted by: Mahuyo.3079

Mahuyo.3079

I rather liked Dragonhunter, use a Meditation for a Guardian, and mixed it with the Dragonhunter, i found that the traps really provided that dmg that would made the build better. Long Bow i like the skill, though i do think i could use a rapid fire shot like ranger’s 2 skill, the 3 skill was aright but i didn’t find myself using it that much, the 4 skill should have a lower cooldown and maybe lower on the bar to 2 or 3.

Skill order
1: Puncture Shot
2: Rapid Fire Shot (could apply a blind for each shot hit or the final shot)
3: Symbol of Energy (with a 7s CD)
4: True Shot (could do an imob)
5:

Even if this doesn’t happen i do feel relatively happy with the skills.

i actually for got about Symbol of Energy shouldn’t be a face area should be more like Hunter’s Ward where u don’t have to face the target to shoot them.

Dragonhunter Feedback

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Posted by: Mahuyo.3079

Mahuyo.3079

I rather liked Dragonhunter, use a Meditation for a Guardian, and mixed it with the Dragonhunter, i found that the traps really provided that dmg that would made the build better. Long Bow i like the skill, though i do think i could use a rapid fire shot like ranger’s 2 skill, the 3 skill was aright but i didn’t find myself using it that much, the 4 skill should have a lower cooldown and maybe lower on the bar to 2 or 3.

Skill order
1: Puncture Shot
2: Rapid Fire Shot (could apply a blind for each shot hit or the final shot)
3: Symbol of Energy (with a 7s CD)
4: True Shot (could do an imob)
5: Hunter’s Ward

Even if this doesn’t happen i do feel relatively happy with the skills.

[OMFG] Beta: The Chronomancer Crusade

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Posted by: Mahuyo.3079

Mahuyo.3079

I think with the build i was running with mesmers, I felt comfortable. the main problem i had was with Continuum Split, i don’t know if it was bugged though i was saying 240, but it should be a lot bigger maybe 1200 to 1500, don’t know the range of that really and maybe, this just came to me you show the radius of the area with a line visible to the mesmer play, i do think that the 240 range is to small because i would say most attacks hit in that radius so it is kinda pointless to have it so small

Tempest Beta Feedback Thread

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Posted by: Mahuyo.3079

Mahuyo.3079

I really like the idea of Tempest, but it seems to have so many problems associated with it:
Warhorn, don’t seem like i can run around that well with it and though out stuff. I tryed it with my current build (swapping out 1 line for Tempest) and felt like i wasn’t doing anything, and melted really quickly, so tryed a Auramancer build and work eee, and took Element Bastion and the healing was horrable there was no real effect that was “O got health” because the instance i got the health i got downed or defeated, so i ran it with staff (tryed to swap around), and when i did, i did find that water overload was really good brought me from low health to about 75% once finished, and the other overload i were using them to try to like them, but i’m not really.

my suggestions on to improve them
1: make all overload charge time 2s
– Fire and Air being Ground target able to about 1200 and make the effect a little smaller then Meteor Shower.
- Water give a small amount of 1 time use skills that do some healing to others
- Earth maybe give it a speed boost and Dmg boost

2: Tempest really needs that dmg% increase, i would say at least 10% more dmg.

3: Give shouts condie cleanse, i know trooper does this but i don’t think eles are going to play with trooper runes many because we are dmg base class.

4: have shout give boon based on the shout, like “Feel the Burn” gives 2 Might, “After Shock” gives Protect 2s, “Flash-Freeze” give Regeneration for 5s.

New Shouts Question

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Posted by: Mahuyo.3079

Mahuyo.3079

The earth shout i think will be the new stander for d/d ele. Being able to dive into a group and land an aoe root blast is going to be really nice on the first bomb ontop of rat wells etc.. Then you give your pt earth arua to hard counter most of the dmg coming from there ranges classes.

Eye of the storm could be effective too but only if used right so you may get more out of this shout if you use the passive version.

It would depend on the damage that u can do, weather u can use it and get ur opponents down to a reasonable health, where u can defeat them

The dmg helps some but being able to have added soft cc and an “free” aoe aura should fit the d/d aura manser roll even staff maybe able to play aura manser now. (free aoe aura as in you do not need to go into water to give ppl auras.) Over all it just opens up more choose for ele as a class mind you cantrips are still king if you just want to live but no support where shouts are more support then self staying alive.

Yea I agree, but is the aura aoe? O they are just looked it up on the wiki. Then I think that water is still going to get used mainly dd amancer, then staff. Though auras are going to be nice because of the Tempest trait “Element Bastion”, and with the traits that strip condies in Water it is going to be a must though the 1 i’m thinking of is a GM trait……

New Shouts Question

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Posted by: Mahuyo.3079

Mahuyo.3079

The earth shout i think will be the new stander for d/d ele. Being able to dive into a group and land an aoe root blast is going to be really nice on the first bomb ontop of rat wells etc.. Then you give your pt earth arua to hard counter most of the dmg coming from there ranges classes.

Eye of the storm could be effective too but only if used right so you may get more out of this shout if you use the passive version.

It would depend on the damage that u can do, weather u can use it and get ur opponents down to a reasonable health, where u can defeat them

New ele player

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Posted by: Mahuyo.3079

Mahuyo.3079

as a new player you also don´t have gold to fully fit your character. You need about 30 gold to do a usable LvL 80 set. I did go to 80 just with the things i found. (I had it easy with friends helping me paying full crafting for cook and jeweler with a crafting booster. I made 60 to 80 in less than one hour).
The first thing is you should get a feeling for the game. Ranges and moving.
Then you think what weapon you might like to play. For elementalist staff ist long range and dagger is close combat. Using dager requires a lot of training. So if you are temted to fight close up dancing araund a lot then its good to train dager from start.
Staff is the easiest, especially in PvE. In WvW its also very good. Its usually build araund fire. Scepter is special. Good range but there are not many builds that can be considered competative.
I personaly thougt i would play a staff ele doing long range and good support.
While i could handle puting fields well i turned away from staff to scepter/focus and to a totally non meta condition build i realy like and can handle much better. I stick to it traning to play. When i loose i do it 80% by not playing well. This game needs training and so i stick to one set to learn an be competative. I made a funny backup staff build for Zerg fighting and PvE but stick to my condi ele.

I wouldn’t say staff is long range, most of my uses with staff tend to be in stacks or mid range, but I would say u are right about the gold set, but I wouldn’t really worry about it that much. And really you should keep 1 main of each weapon in ur inventory so u can switch when needed, though u don’t need scepter that much, comparing I don’t find scepter skills that powerful compared to staff.

New ele player

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Posted by: Mahuyo.3079

Mahuyo.3079

Any advice in Utility skills? I fix 1 slot for Signet of Air but the rest don’t know what I should use. I need condition removal but Cleansing Fire’s cooldown takes too long.
Is Ether Renewal good? It has short cooldown and condition removal but I don’t sure about healing.

For r-skills I go mainly with arcane 4 daggers, staff I will use power and shield then take signet of fire/air (the 1 that gives 25% movement speed) then pop the shield and Power u start casting Meteor, if u don’t need the def, I would do lesser elemental or bow.

New Shouts Question

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Posted by: Mahuyo.3079

Mahuyo.3079

Was that confermed that u can equip the r-skills when not spected, I know that warhorn u wouldn’t be able to use. But it looks like auramancers will trait into it, I mean I looks good at that point

Nerf svanir now!

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Posted by: Mahuyo.3079

Mahuyo.3079

Okay now I have 2 ask what are u talking about?

(edited by Mahuyo.3079)

New ele player

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Posted by: Mahuyo.3079

Mahuyo.3079

I would say don’t do pvp right away, unless you want to be a pvper, just because there dmg scaling in pvp compared to pve. Ur best choice would be wvw. Also know that as an ele u have a low hp, but make up for it in high raw dmg.

Elementalist staff builds, discuss.

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Posted by: Mahuyo.3079

Mahuyo.3079

Hi! I’m new to the staff and i am wondering why all of you put traits in Arcana? For my playstyle it is useles. It only provides some small buffs. I go Fire, Watter and Earth or Air. Stuck crit to get Burning procs and blind my opponents on crits (33% chance). Have more survivability than D/D cause i don’t need to sit in melee range 80% of the time.

Traits:
Fire: Up Up Down (is medium bugged? doesn’t give me 10% more dmg in Fire or this is just a tooltip eror?)
Water: Up Up Down or Up
Earth : Up Up Down or sometimes Air: Down Down Up

I just can’t find Arcana of any use, but i’m quite new to this game and need to learn a lot :P

I would say, why people trait into arcane is for survivability. I trait mainly for the late buff I get with bountiful boons, but people mainly go for Evasive Arcana. AND as for lines we don’t have much 2 go for, I run a variable weapon build for damage that go into fire wate and arcana, do mainly dagger, but today I did hit 12k with staff so, still hit harder with daggers, but can’t run the going against CoJ, and this was without bloodlust witch I do have on my staff with force. But the main line that people go into are fire, air, water, and arcane, earth is the odd 1 out more for bulky builds or protential aura builds with tempest.

Nerf svanir now!

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Posted by: Mahuyo.3079

Mahuyo.3079

I’m not a pvp error but I think could kill him if I pull off my rotations right, which is rather hard to do with something like him

Elementalist staff builds, discuss.

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Posted by: Mahuyo.3079

Mahuyo.3079

I mainly play d/d mainly because I very high, like 34k is my current highest. I’m still working with my runes, using flame legion. But I’very gone into fire, water, and arcane, and run with a staff with bloodlust, and force. I would say that that u do some nice dmg I think i’be gotten 9k. As 4 utility skills I go with Arcane Power, the red sigil (forgot the name of it), and Arcane Shield(mainly to mitighten the cast time on Meteor Storm), Arcane Brilliance for the heal, and FGS (I does do decent dmg) or something with range. But our elites are not great, but i’very found FGS the best 1 for dmg, agro I go with Taking Root.

Overloads: An Analaysis and Suggested Changes

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Posted by: Mahuyo.3079

Mahuyo.3079

I will say I like the overloads, with that out of the way I think there are things that need to be improve.

1 of the first things would be to may a jump out of overload, we’re the effects can be static effect making it better to combo with staff fields. A buff might be nice to the overloads, I think water should give a good burst of healing. I do think these will happen compared it is not finished yet.

I mainly think what needs to be changed is with traits

i demand berserk ele buffs and fixes

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Posted by: Mahuyo.3079

Mahuyo.3079

people demand d/d ele nerfs so i demand berserk ele buffs. if d/d celestial ele is the best performing build next to shatter mesmer then berserk ele is the worst performing build next to berserk engi.

after the recent balance patch the overall damage of most of the classes went up by a lot, not so for ele because of the nerf to air damage multipliers so the build is actually behind in the damage department.

the defense went up due to the possibility to pick a 3rd traitline but is kind of negated because of the overall higher damage in the game.

50% of the scepter skills are bad but going melee is not a possibility because you don’t want to get kited as a berserker/marauder and berserk staff is more or less a free kill.

i demand an overhaul/buff to the following skills:

scepter fire auto attack – needs increased speed and less burning duration
scepter fire dragon tooth – needs ground targeting (requesting this for almost 2 years)
scepter water shatterstone – needs to become an aoe chill field
earth scepter auto attack – needs to faster and less bleed duration
dagger earth churning earth – double the damage or half the casting time
focus fire flamewall – increase size
focus water freezing gust – needs a wider casting cone
glyph of elemental harmony – increase healing by ~2k
mist form – cooldown reduction to 60s
arcane shield – cooldown reduction to 60s

tornado – no more transformation. instead it summons a ground target tornado for 10 seconds based on your attunement that deals damage, knocks enemies around and is a combo field based on the attunement you are in while casting. it applies conditions to enemies and boons to allies.
fire -> fire field and burn. might for allies
water -> water field and chill. regen for allies
earth -> smoke field and blind. protection for allies
air -> lightning field and weakness. swiftness for allies.
cooldown increased to 210 from 150.

there are many more skills that could benefit from an overhaul but trying to force all of them into usefulness might be a bit much.

“Churning Earth” does have so pretty high dmg on a good hit I can get 20k.
As for scepter most of the attack are slow to compensate for the amount of dmg and condies that scepter can do, with the blind Appling every couple of secs.
I think what should be the attunement entering effect shouldn’t be base it should be traited in a different way other than a base, you don’t know how many times i’very swapped into fire and sunspot has taken a crit from me.

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

It take what 8s per swap on attunement, if u swap every 8s u have a + of 4s. And you don’t have to take Tempest line, and that is how you get overload anyway. And don’t forget if trait into tempest u can reduce it to 15s, so even if you use an overload u have to 2 swaps instead of at least 3.

If I take 4s in an attunement before swapping AND I take that trait to reduce Overload to 15s(which sucks because Overloads also suck right now) then lets assume we start in Fire and we use the Overload. We swap to Water, spend 4s, swap to Air, spend 4s, swap to Earth spend 4s….then we have to spend another 3s auto-attacking before we can swap back to Fire. We could do a more proper rotation that ends with us in Air, but the fact is that we’ll be stuck for 3s minimum, just auto-attacking with our lack luster options.
Without the Overload CD reduction trait, we’re looking at a whopping 8s of Auto-attacks.

Note that Overloading is pretty much never worth the loss of healing, cleansing, or damage with the amount of risk it currently has. In fact, Overloading in Water is less healing than just doing our standard rotation which also a lot less risky and I can guarantee you that I can kill the Heavy Golem faster than Karl could when he used the Overloads even with D/D.

I’m not saying that there isn’t a point to what you are saying now yes thing like bubble need to be buffed, and even as d/d ele I spend more time in each attunement then 4s, and u usually do. What i’m basically saying is give the overload a chance, it seems that staff is most viable anyway. The real thing they need to do is work on the traits.

I can’t give it a chance, because all of them are worse than not using them except the Earth one that gives you a Break bar and can allow for an escape, but they seem to cause a loss of damage and healing with a much higher risk and a lack of synergy with our current traits and weapon design.

So basically you want a break bar on all of them

I don’t think you understand what makes Overloading bad.

I’m not saying it is good, and not saying it is bad. The overloads have good combo protential I think. But I guess people don’t a 20s cd on attunements. I specifically don’t like the traits. I mostlikely would have done the same.

Here is an idea tell me what you would have done? Now be specific, and say what would you have done with the attunements, what kinda traits, everything that you would have done with the Tempest. O bur 1 thing the weapon has to be a warhorn to go with lore.

By their very nature, they don’t have a lot of combo potential. You have to wait 5s, Updraft, and then start casting Air Overload; you might get a few free hits, but since it hits like a wet noodle, it doesn’t matter.

It’s not just the 20s CD, it’s the waiting period AND on top of that the HUGE cast times. They’re ridiculously overbalanced for what they currently do. They HAVE to either make them obscenely more powerful or remove a lot of these drawbacks, because as is, there’s no reason to use a Tempest over an Elementalist.
The traits don’t help very much either. They’re all over the place(a lot of them seem to belong better in Water), no way to increase damage or lower Shout Cooldowns, and some of them incredibly boring and/or useless.

These are just ideas I had to not only make it more viable, but also more interesting and separate a bit more from base Elementalist; not necessarily what’s best for Tempest:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Tempest-Warhorn-confirmed-Feedback-merged/page/32#post5321233

So u think they finished with the Tempest, when they repeatedly say they were working on it and they said we would get to see it for rework and blance working. That is why you should take the whole Tempest abilities and traits. I would say yea the abilities and skills need to be rework, I was never saying anything otherwise.

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

It take what 8s per swap on attunement, if u swap every 8s u have a + of 4s. And you don’t have to take Tempest line, and that is how you get overload anyway. And don’t forget if trait into tempest u can reduce it to 15s, so even if you use an overload u have to 2 swaps instead of at least 3.

If I take 4s in an attunement before swapping AND I take that trait to reduce Overload to 15s(which sucks because Overloads also suck right now) then lets assume we start in Fire and we use the Overload. We swap to Water, spend 4s, swap to Air, spend 4s, swap to Earth spend 4s….then we have to spend another 3s auto-attacking before we can swap back to Fire. We could do a more proper rotation that ends with us in Air, but the fact is that we’ll be stuck for 3s minimum, just auto-attacking with our lack luster options.
Without the Overload CD reduction trait, we’re looking at a whopping 8s of Auto-attacks.

Note that Overloading is pretty much never worth the loss of healing, cleansing, or damage with the amount of risk it currently has. In fact, Overloading in Water is less healing than just doing our standard rotation which also a lot less risky and I can guarantee you that I can kill the Heavy Golem faster than Karl could when he used the Overloads even with D/D.

I’m not saying that there isn’t a point to what you are saying now yes thing like bubble need to be buffed, and even as d/d ele I spend more time in each attunement then 4s, and u usually do. What i’m basically saying is give the overload a chance, it seems that staff is most viable anyway. The real thing they need to do is work on the traits.

I can’t give it a chance, because all of them are worse than not using them except the Earth one that gives you a Break bar and can allow for an escape, but they seem to cause a loss of damage and healing with a much higher risk and a lack of synergy with our current traits and weapon design.

So basically you want a break bar on all of them

I don’t think you understand what makes Overloading bad.

I’m not saying it is good, and not saying it is bad. The overloads have good combo protential I think. But I guess people don’t a 20s cd on attunements. I specifically don’t like the traits. I mostlikely would have done the same.

Here is an idea tell me what you would have done? Now be specific, and say what would you have done with the attunements, what kinda traits, everything that you would have done with the Tempest. O bur 1 thing the weapon has to be a warhorn to go with lore.

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

It take what 8s per swap on attunement, if u swap every 8s u have a + of 4s. And you don’t have to take Tempest line, and that is how you get overload anyway. And don’t forget if trait into tempest u can reduce it to 15s, so even if you use an overload u have to 2 swaps instead of at least 3.

If I take 4s in an attunement before swapping AND I take that trait to reduce Overload to 15s(which sucks because Overloads also suck right now) then lets assume we start in Fire and we use the Overload. We swap to Water, spend 4s, swap to Air, spend 4s, swap to Earth spend 4s….then we have to spend another 3s auto-attacking before we can swap back to Fire. We could do a more proper rotation that ends with us in Air, but the fact is that we’ll be stuck for 3s minimum, just auto-attacking with our lack luster options.
Without the Overload CD reduction trait, we’re looking at a whopping 8s of Auto-attacks.

Note that Overloading is pretty much never worth the loss of healing, cleansing, or damage with the amount of risk it currently has. In fact, Overloading in Water is less healing than just doing our standard rotation which also a lot less risky and I can guarantee you that I can kill the Heavy Golem faster than Karl could when he used the Overloads even with D/D.

I’m not saying that there isn’t a point to what you are saying now yes thing like bubble need to be buffed, and even as d/d ele I spend more time in each attunement then 4s, and u usually do. What i’m basically saying is give the overload a chance, it seems that staff is most viable anyway. The real thing they need to do is work on the traits.

I can’t give it a chance, because all of them are worse than not using them except the Earth one that gives you a Break bar and can allow for an escape, but they seem to cause a loss of damage and healing with a much higher risk and a lack of synergy with our current traits and weapon design.

So basically you want a break bar on all of them

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

It take what 8s per swap on attunement, if u swap every 8s u have a + of 4s. And you don’t have to take Tempest line, and that is how you get overload anyway. And don’t forget if trait into tempest u can reduce it to 15s, so even if you use an overload u have to 2 swaps instead of at least 3.

If I take 4s in an attunement before swapping AND I take that trait to reduce Overload to 15s(which sucks because Overloads also suck right now) then lets assume we start in Fire and we use the Overload. We swap to Water, spend 4s, swap to Air, spend 4s, swap to Earth spend 4s….then we have to spend another 3s auto-attacking before we can swap back to Fire. We could do a more proper rotation that ends with us in Air, but the fact is that we’ll be stuck for 3s minimum, just auto-attacking with our lack luster options.
Without the Overload CD reduction trait, we’re looking at a whopping 8s of Auto-attacks.

Note that Overloading is pretty much never worth the loss of healing, cleansing, or damage with the amount of risk it currently has. In fact, Overloading in Water is less healing than just doing our standard rotation which also a lot less risky and I can guarantee you that I can kill the Heavy Golem faster than Karl could when he used the Overloads even with D/D.

I’m not saying that there isn’t a point to what you are saying now yes thing like bubble need to be buffed, and even as d/d ele I spend more time in each attunement then 4s, and u usually do. What i’m basically saying is give the overload a chance, it seems that staff is most viable anyway. The real thing they need to do is work on the traits.

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

It take what 8s per swap on attunement, if u swap every 8s u have a + of 4s. And you don’t have to take Tempest line, and that is how you get overload anyway. And don’t forget if trait into tempest u can reduce it to 15s, so even if you use an overload u have to 2 swaps instead of at least 3.

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

I don’t think overloads should increase the attunement cd at all. It doesn’t add anything more to the strategy of using them and just makes it so that they would need to be absurdly powerful to compete with the benefits of attunement cycling. The wait time and channel time are enough drawbacks.

You realize, that even when you use an overload, you don’t get booted out of your attunement, and even if you do swap it is 5 to 7 secs in each attunement.

If you use an Overload and then swap, you can’t switch back for 20s.
No one is saying it kicks you out, but what else are you gonna do after an Overload other than swap? You already sat in it for 5s so you probably already used skills 1-5.

Okay that is fine, but even so, 20s cd is not that long and it would take u that long 2 swap though ur attunements.

Is it safe to call it?

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Posted by: Mahuyo.3079

Mahuyo.3079

I will say that my main problem with it is that, there is no real trait to give us more dmg.

That’s just how it is. It doesn’t have an option to increase damage because it wasn’t meant to really do much, it was designed for support. Maybe next x-pack they’ll be releasing the droid you guys are looking for, although I wouldn’t bet on it considering how good ele is at dps already. Guess we can just hope that they’ll take suggestions and work to make Tempest more able to fill the melee group support role it was meant for without flopping to cc and long recharges. I’m hoping that it’ll end up quite a bit better than it is now before launch. It has high potential to be good, at least if they give it the attention it needs.

That is what i’m saying I think every line (except earth) has a dmg bonus, now I think that “Bountiful Boons” would have been the best trait for dmg in tempest. But I don’t think everything is set in stone ju add t yet.

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

I don’t think overloads should increase the attunement cd at all. It doesn’t add anything more to the strategy of using them and just makes it so that they would need to be absurdly powerful to compete with the benefits of attunement cycling. The wait time and channel time are enough drawbacks.

You realize, that even when you use an overload, you don’t get booted out of your attunement, and even if you do swap it is 5 to 7 secs in each attunement.

Making Overload worth casting

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Posted by: Mahuyo.3079

Mahuyo.3079

Okay the 1st thing I want to say, YOU ARE NOT LOCKED OUT OF AN ATTUNEMENT, you only get locked out of you swap, and mainly if u do staff you are in Fire most of they time, and u would swap out of battle to give yourself swifrness, or swap 2 water in battle for some healing. As for the overloads I hope that u can combo with them, like a nimbus with Meteor Storm. I really think the main changes that is mainly traiting, they should have a dmg like, and a good support line with nice condie removal, I will say that the shouts could have been a little more supporty, like the guardian, or somewhere in the middle. Like “Feel the Burn” could hit apply burn and strip a boon for each target hit. I think “Eye of the Storm” in nice could give cripple but that might not be Air Attunement like. And “Flash Freeze” could give you X heal for each target chill was applied to with it.

Is it safe to call it?

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Mahuyo.3079

I will say that my main problem with it is that, there is no real trait to give us more dmg. I do serious damage as an ele, did 34k to a vet thrasher, and right now with the traits that if I go into Tempest, when I saw tempest I kinda wanted something to give me a survivability, and give us some trait to give us dmg. Sadly our best choice for Trooper runes, I would hurt my build. I will say that I like the ovreload ability has some good combo protential. I just think we need some more condie strip and a trait that gives us a 10% dmg buff atleast

Horn fields are insane

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Posted by: Mahuyo.3079

Mahuyo.3079

You really should watch the video and lesson to what they are saying and watch the numbers and how things work before posting any more on this. A lot of the horn skills are going to be on a crazy level of OP. As things stand wildfire can apply 8 stacks of burning and remove what seems to be 8 boons. Orb of lighting is effectively “DO NOT RUN OR YOU DIE” skill. Earth 5 is i blind every one and who chairs about a 5 person cap for you weaklings. There is not one skill on the horn that is weak or useless like you find with eles foces and even dagger off hand from time to time. I am fear-full they over did it with the WH it may need nerfs.

We’re talking about pve right?

Mobs run from you in pve often? Do you often fight mobs who have to deal with 5 targets caps and you do not? How often do you need to burn though 8 boons on mobs in pve? Are you one of thoughts if its off cd you must use it becuse then i see your point but then your not playing ele as a class right your kind of just faces rolling your keyboard.

Realize it us 5 target p tic, and i’ve had to manage alot of mobs at once.

Tempest Discussion Thread

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Posted by: Mahuyo.3079

Mahuyo.3079

After watching the video i feel like Tempest forces you to stay too much in one attunement while the base of our elementalist, skills 1-2-3 are still the same old ones you need to rotate quickly through.

I don’t know how this will play out, but it feels like you are going to be just running around with cooldowns blown waiting for your overcharge and doing nothing really useful.

Also the cooldowns on warhorn are pretty nasty, a good 25-30 seconds on each spell, which translates into a lot of waiting and downtime aswell.

Doesn’t feel like this Tempest spec is very well sychronized, i think they had to give us a new 1-2-3 with low cooldown to compensate for being forced to stay in the same attunement for too long, to be able to do something atleast.

It really depends the charge time are bettweenjoying 2.75s and 5s, at least right now, so using them might be viable

Camping spec? Not really

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Posted by: Mahuyo.3079

Mahuyo.3079

The overload don’t seem to take that long to charge (2.75s to 5s) and my rotation would be about as long. Though I’m not positive but I don’t think ur forced out of the attunement it just go on cd. so I figure with out spec, I would figure the attunement would go on a 20s cd then the overload would recharge X seconds after that.

Basically saying, let’s say u are in Fire u use “Fire Storm” them that puts Fire Attunement on a 20 cd, but “Fire Storm” would have a 24.5s cd, because of the 4.5 sec time to charge “Fire Storm” and the 20s cd that Fire Attunement goes under after “Fire Store” is used. At least that is what I’m getting from poi on the Tempest because his skills remained in fire after he used the overload. So the camping in fire with staff is still valid but I would go to air then overload it then back to fire doing a “Meteor Storm” on top of the nimbus.

Tempest Discussion Thread

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Posted by: Mahuyo.3079

Mahuyo.3079

One thing I wanted to add to prior post:

As it currently stands, from a pvp perspective, IF tempest evens gets taken ever, it will be as part of a tanky d/x build with water/arcana/tempest, and only the following aspects will be used:
- Maybe warhorn, although dagger off-hand is so well balanced between defense/damage/mobility
- Maybe “eye of the storm” can compete for a spot as a shorter-cd stunbreak
- If traited, the only traits worth taking are “Latent stamina” (adept), “earthen proxy” (master), and “Elemental Bastion” or Imbued Melodies (GM).
- Overloads will get cast once a blue moon (about as often as churning earth gets cast).

It kinda depends because i’m looking @ 4 traits, “Gale Song”, “Harmonious Conduit”, “Lucid Singularity”. Don’t really know how often using overload, but I think combining nimbus with dagger 3,4,5 might do serious dmg

Let's Vote ONLY! (Tempest)

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Posted by: Mahuyo.3079

Mahuyo.3079

I will give it a 2 based on the overload. For it to get a 1 for me right now we need a %dmg trait.