
Originally Posted by
TackW5
To respond to Varg's last post about design concerns, I would say Tempest is in dire need of more active abilities. Look at what it has, omitting boosts:
T2: Bleed them out (6 sec CD)
T4: Elaborate Parry (90 sec CD), Growing Storm (30 sec CD)
T5: 1k Cuts (2 min CD), Dance of Death (15 sec CD)
So, if I am playing a Tempest, I am autoattacking and pressing Bleed every 6 seconds? That is not thrilling.
Now, it may be assumed I am going to go deep in DWS and pick up the actives there.
Cores: Exposing Strike (6 sec CD), Mark of the Hunted (limited charges, but we will count it)
T1: Tendon Cut (15 sec CD)
T2: Empathic Healing (Woot! But, we'll count it)
T4: Hunter's Mercy
So, that gives me, the melee ranger, 10 active abilities to manage during combat, boosts aside. Of those, most have a long enough CD, charges, or situational reasons not to be used often
Compare that to Assassin
Trick, 3 poisons, Shiv, Bleed, Shadow Dagger, Execute, Assassinate: 9 abilities, none of them charged, from one tree. And, with a little dipping, we can easily add Sly Flourish, Tanglefoot, and Thunderstone.
Please, give me something to do if I am playing a Tempest. Give me offensive spells, SLAs, spell-point using melee attacks, or something.