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If they are not going to put efort in rebound easy number changes woul make it a bit useful.
Instant cast.
Cooldown: 45 seconds
And of course a shout.
In that case it would have some uses especially when combined with some runes.
Greetings
Wolf
Starting noon -7 means its up in europe at eavening and this is just fine.
And 11:59 p.m. means already monday morning in europe.
So in europe you have friday eavening till monday morning. This sounds like perfect timing.
I use arcane brilliance. Eather renewal is great, but the casting time realy hurts.
lower casting time of glyphs a bit and make the trait -33%. This will help and es easy to impement.
Also make the summoning permanent.
I will try it with condi ele. But yes puting a cover condition, one that even damages like confusion into minor traitline would greatly help.
To tempest i need space in my utilities. I have to trait fire + earth and need speed + condition removal which forces me to use two utility slots for air sigil + cleansing flame (the third slot varies and is usually a stunbreaker). So i end up with no room for shouts , unusable overloads and no aura share option. So i better go with one of the basic traitlines like water or arcane …..
To play it in small group combat i would need baseline speed, a condi remover and a bit boon on bleeding. Think nothing of that would make temest to strong but help in building. The easiest and a reason to take tempest woul be to make speedy conduit a permanent 33% movement. Thus permaswiftness not a boon on overload. Not OP but a tempting and unique feature.
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Fit it with the other shouts. So make it instant and add an aura share (light or shocking).
Yes i like that too. Jihad is a nice name for it. Its F/A/Ar build just going Booom. If you run in a group and the oponent doesnt focus you they die ^^.
Good if you feel when you should run befor they hit you.
I think tempest can substitute Arcane in such a build for nice shout support.
I personally would propably do it like that:
http://gw2skills.net/editor/?vFAQFAWnMIC9MgtMAmMA0RgBCALKABgBgMJ7AlgaNkGGDA-TJRBABxXGYiHAAAXAAl2fAA
Defences:
2 Arcane shields for more blasting ….
1 Auto cleans. (Condi bunker is a threat)
A bunch of HP.
Lifedrain sigil.
Of course its personal favored. Berserker amulet is also fine. Has lower crit chance and health but more impact with arcane skills. Also if you like frost bow go for it, but fireball is just enough ….. I go full arcane. Fire arcane blast first for more ferocity.
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When its unbalanced, its just that.
For me people denying the truth or even lying, to keep their advantage, loose their right to participate in decisions, unless it only affects themself.
Resonable ellys face the truth and they want build diversity and balance. We want well thought work not blunt nerfs, that destroy a dozend ele builds just for bringing D/D to normal.
they can’t nerf our water/arcane… we die to any half decent thief/mesmer out of their stealth burst in a matter of seconds without our sustain from water/arcane.
While water is on top of the food chain, burst thiefs and mesmers are well beatable without even traiting water ;-). The main problem is that you will die to longer condi aplication without water. A condi mesmer will totally wreck non water eles, as necros will do.
—
Efficientest nerf is only touch dagger fire aplication. It will do least damage to other builds.
While i understand blinding ashes being anoying for some oponents, it´s far from OP.
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This is exactly the known weakness with sceper, after a rotation you are left with auto attack and this is weak, so you fall into kitten.
I play scepter and i wait in earth. But i have a strong condition orientation. I start air, go fire then earth, put up rock barrier and fire auto attack while kiting. Then repeate rotation. Classic fresh air is not for me. I personaly find a stat mix with rampager/rabid playable with S/F but it is a hybrid. Its low burst unless the target stays in your dragon tooth :-).
Currently scepter is a bit fun weapon. I like it.
For fun try this. Air, fire, earth (wait for fire CD autobleeding foe), water — repeate air …. You gou through annything as fast as possible. Only earth is waiting for CD. So don´t start in earth or fire. Air is the best starting point you blow 4 instants then go for fire burst.
http://gw2skills.net/editor/?vFAQJArYnMIC1Ng9MAOOA8RgBBALCAhyi4ED2BJxaT2EPDA-TJRFwAAOBAA3fQwDAwaZAA
To mention: Most necros destroy this build. It has only two condi removers. You will survive condi burst but you die fast on prolonged condi aplication. Also while you hold a bit against berzerkers, you have low sustain. Kill or die. Your second rotation should finish or panic/force defence.
So this is also a risky build but can cause wide eyes :-).
In arcane its also good to take evasive arcana. I like the lower CD on arcane combined with an effect + ferocity boon.
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I see only aura master or shout hybids might be intresting/useful. when trying to build an overload master you are lost ….
Ele is harder to play, but currently if you can handle it well D/D is stronger then other classes. This is also a bit a problem when a game introduced harder to play classes. Its on one side fair if better play is rewarded, on the other side its frustrating and unbalaced when the best players all pick one class because they get the most out of their skill.
A good counter against this is a class with massiv chilling.
removing regen from soothing disruption might do it. But it will hit all water/cantrip eles more or less hard.
So what woul happen if this is done:
Remove might from burning fire
Remove regen from soothing disruption and up vigor to 10s.
RoF has only 1 burn stack but only 12s CD.
another idea i had was swaping glyphs and cantrips in the traits.
This means cantrips are traitet in air and will give boons, glyphs are in water and will give regen + vigor.
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Yes its a fun build. If it works for you its fine. I just think no half decent player will stand in your firestorm or cross the ring without dodge or burn defences ready. When a player doesn´t constantly move i know he is dead regardless of my build. And i am and average player.
Fire line should not be touched exept the might on cantrips. Otherwise you will nerf non D/D builds hard and they are far from meta. Would be a blunt nerf and not good for def reputation.
Nerfing water/cantrips is dangerous. Might hit ele brutaly. While i think its good at that point i fear this will either be done bad or not touched because not daring changing what was there for years.
So the best is to directly go for dagger and removing might from cantrips.
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Well my opinion is that an average playtime of one hour a day is already huge, and this time is usually shared with at least two game modes. It should be possilbe with that to reach legendary in a resonable timeframe. Currently i even see ascended armor unreachable with that. Of course there are huge diffrences in playtime but i am not a friend of pure playtime defining the power of a character. GW2 is clearly better in that aspect then other games, this is a great factor why i like it.
What is clear it has strong weaknesses. Mesmer will just squish it without much chance to fight back. I think survival ranger will also crush it. An a warrior will pop berserkers stance an knockdown kill …. So while it might be fun sometimes its more then squishy.
Very simple option that will push the build is use air sigil instead of firestorm. You have speed + stunbreaking blind.
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This would be blunt and seriusly impact staff eles. This would hit more casual and PvE players + WvW staff for bringing down PvP d/d. It´s a bad move to touch fire traitline, excep the might on cantrips should go.
I did´t do the math on . But i am basically good at estimation of statistics from my background. I instinctivly target 45-50% base crit chance and thats about 2000 precision. an it seems quite good.
Blinding ashes mean a lot to non meta builds and casual players. Nerfs should be totaly specific to D/D so mainhand dagger + ring of fire.
the second thing is water/cantrips, which breaks build diversity by beeing close to mandatory for eles. But this is much more complicated.
d/d + burn is to much. We know it. From passive only two out of 15 isn´t so much. The problem is nerfing passive will nerf a lot of non meta builds to near ground and will hit mostly casual/not perfect players. While the glyphs are powerful are they realy useful in PvP against good players and worth instead of cantrips? I play S/F condi oriented and in tough fights its hard to land most hits from AE attacks with delay. Also the elemental power glyph didn´t pay off with 5s ICD. Arcane shield plays better for me.
Your build is heavy burn, but i am not shure about its usability.
But you propably got me to try the glyphs again. Its long ago and i got better in playing.
One thing is shure. Such a build will squish less experienced players … So going into random group PvP this migh work hellish :-).
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Great if that happens.
Greetings
Wolf
PS:
I still wish for baseline permaswiftness :-).
Thats it. I must be worth the exchange. It semmst to compete with arcane line. It would be even better if it offers the option to leave water and for that it needs condi removal . In addition basline speed will allow build flexibility. Both would be easy to add.
Add 25% base speed to speedy conduit or make it unique a 33% base speed for a great tempest feeling.
Exchange frost aura on element bastion for condi removal on aura aplikation.
And here you have a viable support class with overloads for fun.
This would be real reasons to use tempest and allow a good number of builds.
Well a ideay on that. Swap glyphs with cantrips in the trait line. So the air trait works now for cantrips and the water for glyphs ….
The only thing i would need to build a good auramancer (or support) is condition removal on auras. I suggested new runes that would do a perfect job.
Superior rune of the apothecary:
1.) +25 healing power
2.) +35 condition damage
3.) +50 healing power
4.) + 65 condition damage
5.) +100 healing power
6.) Auras you apply remove a condition.
Superior rune of the witch:
1.) +25 condition damage
2.) +10%condition duration
3.) +50 condition damage
4.) + 20% Aura duration
5.) +100 condition damage
6.) Auras aplied to you remove a condition.
The second one is more selfish and a strong condition supporting rune. Maybe it can help to make a viable condition build. With such a rune an baseline speed i would immidiateley play tempest.
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I am fine with the base concept of tempest. I could do a lot other designs but its OK.
The traits need work. Currently tempest is not very useful.
Also i think its good not to go for much trinity.
And having diffrent specs like d/d and staff on one class is also nothing to bad. It can make balacing/design harder but thats it.
But there are things that just make it more complicate. In design, balace and gameplay.
The down state is one of that. And the mentioned speed slowdown in combat another.
I personaly even don´t like the in combat/out combat mechanic which will speed you and heal.
I understand why such things exist, and it´s a bit a grown mechanic. It was often made to make gameplay more smooth. But i think its just complicated and disturbs gampley very often. In PvE this makes sense.
For WvW and PvP: One movement mode over all, out of combat and so trait/wepon changes and healing in pvp and WvW only in homezones or captured not contested camps, towers, keeps. Remove rally.
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Sounds like power creep which is naturaly breaking diversity … The easy way if you can´t handle balance… Unfortunately such a way has no long future.
I would remove all down state skills and rally. Down is helpless. Dead is autorelease.
Would be a hard move but very straight forward and easy.
Usually i hate grinding. Doing the same dungeon over and over is wasted time.
And as long as this has no impact on playing WvW or PvP i don´t care. If it becomes a requirement, because of more powerful equipment, it can drive me off.
So enjoy it. I will play it but not excessive.
I also don´t care about overloads so much. If i can use shouts by substituting arcane line and utilities for tempest without loosing small scale effectiviness i will play tempest. I prefer playing in small groups size WvW 2-5. Otherwise sad. If tempest is only for PvE + WvW Zerging its not my spec.
ele without speed is something 90% won´t play, and the whole class with low HP depends on a solid mobility base. Tempest doesn´t offer that and as a result limits build options. It won´t change the concep and it won´t be to powerful. It will ease building and playing tempests. I think it will help less trained players much more. A good DD won´t find much gain with the current tempest and strong base movement will not change to much.
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Staff is diffrent, but yes its very hard to compete, because staff is backline support.
It combines long range firepower + healing support and this plays so well, that even with much more direct helaing staff beats WH from handling.
As leo stated i am a scepter user and i am looking forward to add team support with shouts. Sadly its still lacking to much, but there is hope. I will try S/F tempest next beta. The 600 range AE of the shouts fit me.
What would greatly help is baseline speed and there like a storm full 33%. Would be unique (just make speedy conduit fixed 33%). Also some condi removal without needing soldiers and i would be in tempest.
A slight reduction on shout cooldowns (flash freeze 5s and shock 10s) an the healing shout shorter casting time otherwise i fear it can´t compete with my arcane brilliance in WvW romaning with S/F.
I am also exited to try tempest, but in a tough fight i dont think overloads will make sense.
Also the traits are to weak and let me low room for slotting shouts which i would realy like to try.
When i fight 1:1 up to 3:3 small scale i usully am very fine with my two stunbreakers and no stability.
As soon as the fight gets larger or three+ start to focus me stability is important or you won´t cast reliable. I can´t realy get off spells with 1+ s casting time.
Overcharge has low usability. In small scale you will be outmaneuvered or even just shot down in larger fight you won´t get it off. I only see it usable in some WvW situations where you have your guardian boddyguard at your side.
I came up with something like that as support spec. But it lacks mobility and self condi removal is not great, even with soldiers. No stab also. But has strong healing and direct damage absorb.
http://gw2skills.net/editor/?vFAQJBLhdSfJ0fJWhJ4gJwHBW+AM33ad9vSMCCBNghDQA4BC-T5wHwAOLDob/BAPAAA
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I played fire/air/earth but something didn´t fit. I droped air for arcane (which i usedbefore) and it plays better + has teamboons. Utilities are arcane brilliance + Shield traited as well a cleansing flame. Your build has stone heart but it cant defend well against condies.
I nearly only play scepter + Focus. (and somtimes a bit staff).
What i would find good is not pure burst.
Fire:
Dragon tooth: I have no problem if its slow. What i don´t like is that i must cast it 1s and then it usually never hits a moving player. But when i can instant cast it, then its just a try that forces to be on guard but doesnt keep me in fire to long.
The other option would be ground target. But then its more for backline support.
Currently i use it 99% against static targets against PvE mobs or WvW guards. The exeption if i knock down a target and swaping to fire.
Autoattack: Decrese casting time to 3/4 and direct damage 30%. This will push it more to a condi weapon.
Earth:
Longer bleed duration on auto attack.
Rock barrier: I hurle it. Its great at offense and defence and 5 projectiles is very good when you trigger 5 procs on crits + fire in a field. The castin is a bit a pain but its fair for what it can do.
Dust devil: Yes this misses. But in general its good. Would like it insant not 1/4 to fire while doing other things. More would be to much.
Air: Autoatck feels weak but air is not desigend to stay in long. Rest is good.
Water: I use it for healing a friend in a fight. Fast trough it firing chill and trident. I am one of the rare eles not traited water i only get regen from the swap throug arcane. Staying in water brings nothing for me.
So shatterstone also beint instant cast woul please me. Rarely hiting but it doesn´t cost me time.
If they try to balance burn by much more condi defence they will destroy build diversity by the destruction of condi builds. First buff burn then burry all condies would be abyssal bad work.
If it hits water it will support build diversity an for me the key is in water/cantrips. But the impact might be that ele is dumped in sPvP and without d/d the ele numbers will greatly decrease because all oportunists that go for the best will leave ele. Also this will be a slap in the face of eles that play d/d (cantrips) for a very long time not just after the burn buff. Don´t know it it will be done in a good or blunt way…. we only can hope.
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Won´t help….
Better make it synergize als aura shout. Best as condi remover + aura share Like
instant cast
50s cooldown.
Remove all condition from you.
Share 6s light aura.
Still not as great as other elites, but fits tempest an helps with some specs.
Then make speedy conduit not a boon. Make it a permanent 33% speed increase.
Thats unique, simplifies things and seems not OP bound to tempest and fits the storm theme. This allows more spec variations and will especiall help less skilled players.
For me this two changes would be enough to use tempest in WvW and PvE.
propably its only one specific build not the class ……
And this is no reason to make an expansion spec unintresting. This makes just bad press and nearly no one will use it.
when i look at tempest:
Overloads: unintresting by being limiting the class and hard to use. As result it can´t be weigted positive for the specs balance power.
Warhorn: brings nothing new. Can´t compete with my focus unless i want healing.
Shouts: Intresting but untraited totally underpowerd compared to current utilities.
Traits: Can´t compete with anny basic traitline. It´s a huge net loss.
An on top of that rebound. WTF?
So if i want to make a shout build, i have to trait for that. I will get a few good shouts (2-3) on my bar for replacing arcane traitline + utilities loosing: speed, damage, condi removal, boonsharing , blast finsher , furry, stunbreaker and defence.
And because of the mechanic i can´t coun´t overloads as a gain.
Result is quite clear…..
And i am not a player that just rants on things. I am a game designer myself.
BUT: I see that the concept must not fail. A few corrections would make it quite fine. It won´t please all hardcore 4 ele swaping d/d but provide new builds that also support the teams. Also i see support builds that can work in teams and that seems to be the major goal of tempest.
A dev/mod dedicated to each class, talking and taking feedback in each specific forum would greatly help. Otherwise it goes out of control and emotionally negative loosing a lot of good feedback and ideas withing pages of garbage.
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Booring as hell…. And the worst part eles seem to have low competative options.
An you can´t build an ele hardcounter, that does not destroy many other builds and thus come near to OP, because the ele´s strengh is its own sustain. Trying to counter the burn by multiple classes/specs just kills all condi builds again…..
I am not so shure if celestial is the best for that. The extra life is tempting but i play WvW and an earth spec and run with lower HP then cele. The key is more the absorbtion not the life itself. I just have to watch my health bar ^^. (Somtimes i look away an Ops)
What i don´t like is there is no speed/mobility in the build. (OK air 4 but ….)
Also for me krit damage is a bit wasted. I am more tempted to try settlers bunkering.
Forget about damage. S/X can do some ranged condi with auto in earth + use the vul sigil on hit for condi cover. Not a good kill potential but more bunker. With clerics you get a bit direct damage and more healing. I think it more tempting for staff. But i also agree that healing scales not very good….
I might try a build without healing power. Base heal is still not bad.
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@Leo G: I did´t talk about the recharge time. Just 5s channel time using ONLY fireball.
On my power build base damage of fireball against another zerker is about 1k and over 200% krit damage which can hit for up to 15k.
Naturaly in 5s i am trough at least two elements which will add lots of other effects.
The number changes for 2. beta might be OK.
Don´t forget tempest is designed as a team spec. Yes the traits don´t look very tempting and overcharges too risky, but paired with a gurdian this can get a threat.
If traits are a bit reworked tempest would work. Yes the mechanic is breaking with ele but with condi cleanse on rebound (or auras) and base speed you can do shout builds.
I have no problem if Overloads balance itself out because of being bad in mechanics.
I would skip them and make the traits useful so tempest works. And one spec can then make overloads playable. The work to be done is in the traits an a new rebound.
merge baseline, add speed as mesmer got. Make Rebound a good instant aura shout that cleanses all condies an distributes light aura. Not hard to do, not to powerful and would greatly help with builds. This is the easiest to mak something …. Numbers alone won´t be enough to make tempest feel good.
Another idea would be make speedy conduit a base 33% not swiftness boon.
This would be unique. No constant klicking for swiftness renewal. Tempest is speedy like a wind…
I think not OP but giving a kick for taking tempest and again more build options.
This alone would make me try tempest :-). (still wishing a good elite ^^)
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Would be intrestin if that can also do the job or even better.
Yes this :-).
I run earth with S/F. Unusual but i like it.
No i have difficulties choosing what i take ^^.
But i would change geomancers defence for +20% condition duration to help earth condi builds and not just bunker.