hi, i’ve tried tempest strike in a lot of configurations theses last day (as i love the skill) and while ive had some success it was never with the skill itself and more with a set effect or the totems
I’d like to share the issues i’ve had and way to improve the skill here. For advance, sorry for my english as its not my langage.
1 - tooltip issues and consistency
-
Reinforced stone does not say with wich stat earth stone is scaling, it tell me to press alt on an already pressed alt
-
chilling blow tell me that northern wind scale of int. It is not consistent with other primalist spell that scale of attunement
-
Static tell that lighning bolt scale of int and attunement. It is not consistent with chilling blow or the other primalist spells
-
hailstorm, charged stone and tempest lack the same level of tooltip as other “modern” LE skills. I can only try to deduce from wich affix they scale and have no way to deduce from wich stats they do
-
The base skill tooltip tell me that tempest strike scale of strengh and attunement. It seem to only apply to the basic melee component. It would probably better for clarity to write it as strengh for the melee component and attunement for the spells proc. And the same separation in the scale tag list
-
It require 3 point to reach hailstorm and charged stone but 4 points to reach tempestuous. The additional point requirement in with the wind is probably unneeded
-
Mute earth, deadwind and grounded are behind theses passive. It result on a waste of point when you are just trying to disable an element. They would probably be better put at the same level from the previous passives.
-
elemental imbuement lack clarity on whether the bonus damage apply to the melee, spell or combined spell (or the tree of them) and the way they combine on the case of a multi-proc. It also seem a bit weak to me (at least if the passive apply to a single instance of damage).
My dream passive would be : gain +X phys/cold/lightning damage if you have proc earth spike/chilling wind/lighing bolt recently. Since the skill itself as an unchangeable attack speed, it would still need some chance to have all theses buffs at the same time. Or specialise to a few proc but end up with a weaker passive
It could also simply be a passive upgraded from tempest might (that would then give melee and spell damage) to allow the buff to apply to you (or the other way around) -
Augury is problematic. I can conceive that’s it’s probably not that hard to code (if nothing proc => try again with 10/20/30% chance) but its hard ENOUGH to calculate that i would consider a 3rd party tool to determine if investing in the passive is worth for my build.
It’s not the hallmark of a great passive in my opinion. I’d like to propose theses 2 possibles rework :
A/ To change it for : tempest strike always proc an effect. You can not proc 2 effect at the same time
And in that case consider adding another passive behind with : convert the melee damage to this element.
It would allow for single element play. There is enough room in each element to spend 20+ passives
B/ To change it for : Each time tempest strike fail to proc any secondary effect, you are granted another chance to proc it.
Basically the same exept on 1 point and it take into account the passiv invested in the rest of the tree to up your proc chance. It is slighty easyer to calculate and a bit more rewarding
If it’s too powerfull => tempest strike cost X mana.
It could also be put behind empowerment at 3 or 4 passives requirements
Both passives would be an option too of course
2 - Damages are gated
Tempest strike, like any other skill, has differents passives that acts as damages multipliers.
They are :
- With the wind => crit chance
- Shatter => crit multi
- Razor earth => damage multiplier
Also absolute zero wich is a bit weird without a way to garanty a proc
Each of them is tied to a specifique proc of a specifique element, so there is no way to make use of several of them to ramp up the damage of tempest strike.
Furthermore, since it’s not possible to garanty a proc, their values need to be ponderated by your actual chance to proc said element. Wich is hard to calculate due to the augury issue and combine with the previous point (and int scaling >__<) to result in a low damage skill overall
The solution to me would be to make theses modifiers apply to every element proc, and their combination. If it end up too strong, at least to the combined skills
Also shatter and with the wind apply to the base attack and the proc but razor earth only apply to the proc (at least on tooltip). It’s also a bit too far on the passive tree compared to the other in my opinion
On a last point i dont mind the fixed attack speed of the skill. I do think it would add a bit of possibility to tie this attack speed with the base attack speed of the weapon used or to allow to invest in cooldown reduction to reduce it
That’s all for now, i hope my english was clear enough and i thank you for coming to this ted talk