Elementalist Specialization Thoughts: The Tempest
Usually I’d start these off talking about the core specialization but since it’s been a while since the new specialization lines have been in, all you elementalist pretty much get a grasp of what your specialization lines are about.
For those that don’t really have an idea, I can summarize the lines as pretty much being similar to pre-core specializations. The main things I see are Auramancers, Double Dagger, and Support Staff. Something I see more now is the use of scepter for condition builds which is a nice twist on things.
Alright, enought of that, Tempest time!
Tempest Elite Specialization
Game Designer Karl McLain gives us a look at the Tempest. This spec looks so awesome. The Tempest is meant to bring about a new way to support, outside of staff, by being where the action is at while also rewarding positioning.
Let’s start with the elemental attunements. Each attunement when in Tempest will have an Overload ability. Overload occurs when an elementalist is in an attunement for a long period of time. After that amount of time, the elementalist can reactivate their attunement for a channeled ability. After using an Overload ability, you get locked out of that attunement for a little while when you swap to another attunement. For example, If I used the Fire Overload ability, then swap to Earth attunement, the cooldown to switch back to fire is longer than usual.
So, what are these abilities? We’ll let’s have a look:
- Overload Fire: An inferno tornado builds around the Tempest over time. This tornado constantly burns and does damage while also granting allies might. After the channel is complete, the tornado stays in place for a period of time.
- Overload Water: An aquatic bubble starts to form around the Tempest that cleanses conditions and heals yourself and nearby allies. After the channel is complete, the bubble pops providing a large heal to allies.
- Overload Air: A nimbus cloud forms around the Tempest striking nearby enemies. After the channel is complete, a lighting field is left at the location for a period of time striking enemies.
- Overload Earth: The Tempest starts to ride the ground below them as it shifts and grants protection to nearby allies and cripples enemies. After the channel is complete, the shifted earth returns to the ground creating a blast that immobilizes enemies.
Now let’s talk Warhorn. Not what a lot of Elementalist were expecting (or wanting) but let’s have a look. Naturally, since elementalist have 4 attunements, warhorn grants access to 8 new skills. Like Dagger, the Warhorn will emit elemental themed attacks. Such as when in lighting attunement, one warhorn skill will emit a cyclone that pulls enemies to a point. Check out the picture below for what that looks like.
Next up, utilities! Tempest will be getting shouts:
- Wash the Pain Away (Heal) – Heals and cleanses conditions. Heals nearby allies for the same amount.
- Feel the Burn – Lays a fire field at a certain location
- Eye of the Storm – Calls down a storm on you that stun breaks for you and nearby allies that also grants superspeed.
- Aftershock – Calls a earth force around you that cripples nearby enemies. An aftershock occurs that immobilizes nearby enemies after a short delay.
- Freeze – Air around you gets condensed which damages and chills foes for a short duration
- Rebound (Elite) – An arcane shout skill that causes the next ability used by you and allies affected to have a 25% recharge reduced
Finally the trait line. As far as we know, the minors in the Tempest line really give off the support/defense play and bonuses of overloading attunements:
- Singularity (1st Minor) – Gain access to Overload attunements
- Speedy Conduit (2nd Minor) – Gain swiftness while overloading an attunement
- Hardy Conduit (3rd Minor) – Gain protection when you start to Overload an attunement
Wow. I need to see the Tempest in action but, if it’s this good on paper, then I can’t wait. The goal of making the Tempest a front line support really is portrayed well here. Tempest has an offensive nature but defensive nature as well which really appeals to me.
I know double dagger elementalist is all about having and offensive and defensive skill rotation while swapping into a different attunement every 5 seconds (give or take). This really brings about a reason to use attunements not only for a new set of skills to use but you have to consider using that skill set for a longer period of time due to using an Overload ability. Very interested to see how Elementalists will pull off Overload attunement rotations.
TenTonHammer’s Lewis B got an exclusive on this specialization. Be sure to check his post out if you want a few more details including his interview with Karl McLain. We’ll find everything on Points of Interest tomorrow per usual on July 24th at noon Pacific.