Temper Weapon - Redesign

In short:

Tempered Weapon Swings emit linked war cries to become an active skill and gets a stronger preparation buff when used in deep combat. The preparations boost is now tied to your next attack skill rather than a separated effect. It's highly reactive to other skills. No chicken run anymore.

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Longer Version:

When I saw streamers run and running away from aggressive mobs just to pull out the anvil to forge a weapon I have blasted in laughter! Using the skill to prepare a battle feels ridiculous to me, interrupting the flow like this, just for this short buff. It includes a lot of backtracking when you entered the fight (if the mobs haven't brought it to you. It seems to totally avoid the feel of power, when you really want to take actions to fight the monsters.

But I really love the actual idea of tempering and getting a very strong sense of the ascendancy. I just think this skills mechanic is not put together into the right way. So what I'd like to share now are my thoughts, a new vision you could say, on how this skill might be actually epic, while keeping the philosophy.

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So, having the situation in mind where you already fight a pack of monsters, what if the skill would actually be cool to use within this fight, while keeping the sense of preparation in order to get the much anticipated epic blast to wipe them all off? What if you actually grow stronger the more frightening the situation is, so you want to dig yourself into the packs, instead of running away like a chicken?

Imagine you, the big and strong smith of kitava, pull out the anvil right on the battlefield, smashing your hammer onto your weapon so hard, that the sound turns into a warcry (seismic and infernal), emitting big shock waves from you, knocking all the monsters away and even crush incoming projectiles with each wave!
You smash and forge it so hard, with each hit on your anvil your weapon prepares more and more for the next blow until it's finally done and ready for release. What if the forging is an empowerment of the next skill you use, instead of getting an unrelated fiery explosions?

Imagine you have complete control about the duration of the smithing process.
One use of the skill, is one forging hit, granting you one endurance charge. The next attack you use will consume all charges to deal its damage in a much greater area per charge.

The more monsters are in your presence and the more frightening the monsters are (quality), the higher the chance will be to get an endurance charge per tempering swing.

While other classes choose to fight quick and constantly, you, the smith of kitava, choose to prepare deep within the rows of your enemies, make them feel what they are about to take and finally be crushed by one huge devastating attack.

You dedicated your life to the forging process, focussing more and more with every swing, while caring less and less about your surrounding. You get more block chance per endurance charge while forging, so that you are only left vulnerable to the most furious attacks from bosses and epics, while you charge up.

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Some thoughts around the implementation:
Temper Weapon skill will trigger linked warcries on "attack". Linked warcries have no cooldown.
But while moving, you have -90% endurance charge duration. You can barely just make a dodge roll to keep forging, or lose it all when you run like a chicken.

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With two additional ascendancy nodes you get:
While tempering your weapon you count as raising your shield. You still take 50% damage with a raised shield.

I wish there would be a spirit gem which says something like:
Trigger a skill on block (or like the cast on XXX...get energy per block and release on full energy). The skill must be non-travel, non-totem, non-channeling and non-conditional.
I basically want to trigger volcanic fissure, earthquake, earth shatter or shield wall. These skills will resonate with our next epic charged attack or with the seismic cries from our hammering.

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So this is it. Love to create those kind of visions for skills! Let me know what you think of the current state of the skill, if you think its not working out as I do, or if you are happy with it. And I like to discuss your feedback. But please be constructive.
Last edited by mrmood123#6351 on Apr 10, 2025, 9:10:06 AM
Last bumped on May 11, 2025, 12:15:21 PM
Anyone knows if this kind of feedback is actually being reviewed? Would love to know if there is a chance, cause I'd love to give some more design ideas.
I feel like a cast when channeling meta gem is what we want.
I feel like it should have something to do with Endurance Charges. We have almost no way to spend them. Like what if you only hit the anvil one time but it gives you so many Empowered hits per Endurance charge like Warcries do with their empowered hits. I think it makes more sense and gives us a reason to go into Endurance charges.

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