Hey,
Thanks again for the stream and the communication! I personally like the overall direction.
As a Tempest enjoyer, here are my notes.
Elementalist
- Scepter rework looks great!
- Staff could also use reworks, especially in air attunement. "Lightning Surge" or "Static Field" could be an AoE vacuum pull (Like Firebrands "Chapter 3: Heated Rebuke"). And earth attunement's "Eruption" could detonate faster.
- Would love to see reworks/buffs for outdated utility skills as well.
- Would also love to see Elementalist's DPS being less reliant on utility skills and instead lean more on weapon skills, traits and combos.
- Other Classes' Elite skills are getting their cooldowns reduced, for more active and reactive gameplay. Elementalists could really use this update as well. Get rid of our 90 sec+ cooldowns and balance those skills accordingly if needed. Tempest
- Previous buffs to "Aftershock" and "Eye of the Storm" was great, adding both Aegis and Stability to our kit. But we need more buffs following this direction, to make Tempest a relevant support in the current PvE meta.
- Alacrity application is still our biggest cumbrance. I understand if "succesfully completing an overload" is a big part of the spec's identity, rewarding players for good timing and game knowledge (synergies with stability and opportunities for interrupts, etc). But right now it's too punishing when we fail our overloads. A solution to this could be that alacrity applies when starting an overload, or perhaps a pulsing application, but this doesn't fit Tempest's overall kit imo. Another solution would be to provide Tempest with additional means to apply Alacrity, as a fallback when our overload fails. The obvious contender being "Rebound", our Elite skill. If "Rebound" applied 5 sec of Alacrity, it could be used as a fallback option. (Similar to how Guardian's "Feel My Wrath" provide some extra Quickness in Firebrand builds.) Players would then also have to prioritize what's more important when their overload fails. To provide that extra alacrity, OR to save "Rebound"s cooldown for a potential incoming lethal blow to the group. Reducing "Rebound"s cooldown to 50sec would also be relevant imo. To make it a more active skill, rather than a reserved panic button. Weaver
- Will be cool to see what Weaver can accomplish with the Scepter rework. Looks promising!
- Would like to see more options than DPS/Bruiser for Weaver. For example; The recent change to "Elemental Refreshment" enables us to grant a tiny bit of barrier to allies, so why not make this a build opportunity for a Support/Barrier Weaver? (Similar to Scourge, but with its own niche) The reactive playstyle of timing a huge clutch barrier for the group fits the theme for Weaver and the Path of Fire expansion imo. And the fact that Weavers don't really apply any major boons to the team (similar to scourge) means that their access to barrier-sharing wouldn't become a jack of all trades, but rather a specific and valuable role in group play. Catalyst
- Glad to see the "reduced outgoing damage" removed. Having negative damage modifiers is never fun!
- Hammer 3 change looks really solid!
- Replacing Resistance with Aegis here feels off. "Spectacular Sphere" likes to be combined with the extra boon duration from "Sphere Specialist", which Aegis can't really utilize compared to Resistance. Also splitting the trait between PvE and PvP even more is not great from a player pedagogic POV.
- Catalyst's Elite skill "Elemental Celerity" has been irrelevant since its release. The 90sec cooldown doesn't align with what the skill brings to the table imo. It's effect is very situational, and it's not very useful or fun to use in its current state. A more realistic cooldown would be closer to 30sec. A shorter cooldown would also make it synergize better with the "Lesser Arcane Shield" trait.
Keep it up Cal, Roy and the team,
Cheers!