@Troll: Your trolling of Vellrad is very nearly causing him to cross the line. Keep it up so he can earn himself a nice forum vacation.
@Vellrad: Your apparent hatred/intolerance of anything Troll writes here seems to be causing you disproportionate distress. If you don't earn yourself a forum vacation soon, you may just earn yourself a stroke. Chill.
Originally Posted by Towrn
I have made a Tempest Ranger, not a fantastic, EE worthy build by any means, but he does ok. I enjoy swinging my dual scimitars around more than leaping about with a bow... always hated Legolas...
What I find truly strange about it is that the best DPS my guy can manage is when he puts the scimitars away, pulls out a rather lame bow (+2, frost 4, heartseeker 5) and puts on Manyshot. I did not build him to be great with a bow, rather just to have it as a viable option (so about 8 AP in AA, and i made him STR based)
So, the fact that this is my best offense either says something about Manyshot being OP, or tier 4-5 Tempest stuff being lackluster. I'd say its kinda in the middle somewhere.
I have not really experimented with all the abilities, but with the ones i have used I would like to see the following changes, at least;
Dance of Death: Needs to last longer than 6 seconds, or have shorter cooldown. Preferably the first.
Elaborate Parry: The Dodge bonus it grants shouldn't be capped by armor. This, for me at least, makes it useless. I have tier 3, because i wanted Evasive Dance, but it's not even on my quickbar.
A Thousand Cuts: Well, not sure with this one, but having it last longer is probably the go. i tried it once or twice and then switched out so i can't really comment too much on it. But, it seemed lame.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
I'd rather see the cooldown reduced. It's a pretty significant increase in damage, 20 seconds might be too long. Six seconds would be ok if it had a cooldown of about 45 seconds.
Edit. Sorry, wrong ability, i was thinking of the doublestrike one. The one you are talking about that adds 10 damage actually isn't bad, it's the one i still have. Still, it could use a slightly shorter cooldown.
The doublestrike effect is the one i dumped, the cooldown is just too long, by about double.
Last edited by FestusHood; 11-27-2013 at 10:24 PM.
A Thousand Cuts: 90% Doublestrike, 6 seconds duration, 2 minutes cooldown, 3 AP with + 3 AP prereq (which isn't worth the AP either)
Shadow Double: 100% Doublestrike, 6 seconds duration, 30 seconds cooldown, 2 AP cost, no prereq
I don't even have words to describe how bad the Tempest Tier 4 + 5 is designed. Change it please.
Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos
I'll have to take a look at the trees. Idk, in the middle of the Cleric run for my main. Won't be headed to Ranger until that's finished.
What's so terrible about the tree (for those who have tried it)? A little more detail would be nice.
Khyber: Evandus, Halfdeadd, Licoricewhip, Sawyn, Elkabongg, Brothanumsi, Soulbro, Cromix.
And an army of gimp experiments!
Tier 4 and 5 are really horrible for the short duration/long cool downs. That is the primary problem. A problem not addressed here which I find odd is that you can lose the ability (lag or NPC knockdown) and then have to wait for the cooldown timer. I have 33 (I think, would have to log on to verify) AP's in Tempest and I dropped the T4/T5 because I actually gained DPS by switching to AA and DWS. That is how bad T4 and T5 Tempest currently are. On the flip side, T1-T3 Tempest is one of the best ones currently available Put another way. For my character (standard pre-U19) 18/1/1 build gains significant DPS by having +1[W] w/12 sec. cool down than +3[W] for 6 sec's with 1 or 2/min. cool down. Not sure why this is because Mathematically it should be reverse +2[W] x 10 every 2 minutes vs. +3[w] x 9-11 attacks every 2 minutes. Like I said, mathematically it makes no sense but my kill times on Solo Purple Named in GH show otherwise.
I found both abilities to personally be a DPS loss. Maybe with ED's/end game weapons they are better but for 1-20 they were very much a DPS loss thanks to what I posted above and the cool down which have already been mentioned. Extending the duration would provide more benefit than decreasing the cool down; or overhauling T4/T5 would also work.