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Rebound! needs a little buff to compete with the Tornado


Demeth.5816

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Hello everyone !

 

I love the Tempest Elite Skill Rebound! flavor wise, but atm it's outshadowed by Tornado because the healing you get when hitting 0% HP is too low, so if you're under a lot of pressure, you'll die anyway.

 

I think the healing coefficient should be slightly increased to really feel like a "Rebound!"

 

What do you guys think?

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They could give the aura no matter you die or not. Ohterwise I'd prefer they lower the CD rather than buff base or coef healing, so actually the elite skill would be part of rotation and gameplay rather than emergency skill you'll never use or never at the right time.

 

But there is a lot of tweaks in waiting for elem/tempest, you're not the first; stand in line.  🙃

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Couldn't it just be:
"Rebound" (5s): Ignore next lethal damage and heal for x. At the end of skill apply corresponding to your attument aura. While this skill is up, convert all incoming damage into barrier and apply it after either skill duration has ended or lethal damage happened to caster.
So if you used your Rebound skill, within next 5s you would "gather/save" all incoming damage and then convert it into barrier after the duration ended or you've got "killed" and apply it to yourself.

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12 hours ago, Zhaid Zhem.6508 said:

They could give the aura no matter you die or not. Ohterwise I'd prefer they lower the CD rather than buff base or coef healing, so actually the elite skill would be part of rotation and gameplay rather than emergency skill you'll never use or never at the right time.

 

But there is a lot of tweaks in waiting for elem/tempest, you're not the first; stand in line.  🙃

I believe it already does give you the aura when it expires.

Right now it is one of the ways to ignore mechanics completely so other than a cooldown reduction it doesn't need that much help.

Edited by Infusion.7149
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10 hours ago, Infusion.7149 said:

I believe it already does give you the aura when it expires.

Right now it is one of the ways to ignore mechanics completely so other than a cooldown reduction it doesn't need that much help.

Considering I was talking about the tradeoff with tornado, i had PvP in mind, because you don't run tornado much in pve haha

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2 hours ago, Demeth.5816 said:

Considering I was talking about the tradeoff with tornado, i had PvP in mind, because you don't run tornado much in pve haha

I find most ppl use the game type that best fills there argument.

 

Rebound needs a buff for sure but more one the lines of horizontal buff giving it an aggressive effect like all of the other shouts ele can use. I say give it a cc that when you hit a player with that cc you get some type of effect.

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3 hours ago, Demeth.5816 said:

Considering I was talking about the tradeoff with tornado, i had PvP in mind, because you don't run tornado much in pve haha

I've seen Tornado mostly being run with Lightning Rod. It also happens to have a hefty cooldown.

Fundamentally "Rebound!" is a support skill so it fulfills a different purpose (i.e. not CC + damage).

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The problem is that it doesn't fulfil it's main purpose, being the Second Chance heal, because it heals so little that, if you're under pressure, even if you benefit from rebound, you'll die anyway, you barely win 2 secs at the end of the day

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What sort of heal coefficient do you think is appropriate? Keep in mind if you run aura share tempest your auras are probably going to heal / apply regen and or other effects too (i.e. condi clear if you run fire traitline).

Right now is 2836+1.5* healing power. Elemental Bastion heals for 391+0.55* healing power in PVP and 391+0.4125*healing power in WvW.

Edited by Infusion.7149
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8 hours ago, Infusion.7149 said:

What sort of heal coefficient do you think is appropriate? Keep in mind if you run aura share tempest your auras are probably going to heal / apply regen and or other effects too (i.e. condi clear if you run fire traitline).

Right now is 2836+1.5* healing power. Elemental Bastion heals for 391+0.55* healing power in PVP and 391+0.4125*healing power in WvW.

 

Double it.  Engineers have A.E.D., which heals for 4k on use and 12k if you die, which is just the single target version of Rebound.  Rebound having half the strength but working in a wide area seems like a fair compensation.  

Edited by Blood Red Arachnid.2493
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15 hours ago, Blood Red Arachnid.2493 said:

 

Double it.  Engineers have A.E.D., which heals for 4k on use and 12k if you die, which is just the single target version of Rebound.  Rebound having half the strength but working in a wide area seems like a fair compensation.  

Except that A.E.D. takes the healing skill slot to prevent death like that, while elementalist can use an additional healing skill...

 

You are basically suggesting that rebound should be a second healing skill which also works in an AoE.

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8 hours ago, Kodama.6453 said:

Except that A.E.D. takes the healing skill slot to prevent death like that, while elementalist can use an additional healing skill...

 

You are basically suggesting that rebound should be a second healing skill which also works in an AoE.

Those are, indeed, details, but I don't see how this negates my suggestion.  Keep in mind that Rebound is an elite skill with a 75 second cooldown, and it is also on the Tempest.  

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15 hours ago, Kodama.6453 said:

Except that A.E.D. takes the healing skill slot to prevent death like that, while elementalist can use an additional healing skill...

 

You are basically suggesting that rebound should be a second healing skill which also works in an AoE.

Engie can do wombocombo on their Elixir Shell for AoE heals, which has 30s cd...
One way or another, Rebound as for "Elite Skill" is weak, it's very situational at best, since it's like what? 3.5k heal from "dead"? that's like 1-2 autoattacks, so if you're cced to death, 2 more hits and you're still dead. In case of A.E.D. you're either healed for 4k or 12k, that's still a bit more room to breathe there.
BTW. Wanna trade A.E.D. for Aquatic Stance? I pay with chocolate.

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"Rebound!" in itself is very powerful, what I'm more bothered with is the uptime of the lethal blow shield. 5s shield on 75s CD is what kill the skill for me.

 

This kind of numbers might be "ok" balance wise for sPvP/WvW, but in PvE where groups/squads breeze throught the boss phases at a breakneck speed and you got professions providing reliably aegis at a higher pace, the shield feel like waste of slot. The fact that the skill feel like it's designed to counter some PvE raid mechanisms don't help.

 

I think a good way to make it more attractive would be to replace the lethal blow counter and heal by lesser arcane shield. The possibility of the skill dealing damage after blocking hits is more attractive and intuitive in all gamemodes. (Thought, damage numbers would have to be reduced by a lot in sPvP/WvW.)

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