The PvP last night came down to he who tempest most wins - this was why it has been reduced to 1 tick for sabuk wall wars. It was pretty boring move back and fourth with a tempest line hoping to catch a lucky becon on a lower level. unable to stealth past anything on sin due to floor covered in tempest - means only engange is via dance which gives a 25 second potion cooldown.
The team with most wizards will win 95% of fights due to tempest control.
A few issues with tempest
Stupid amounts of element now possible (mainly due to hermit). The element calculation also makes this high element amount even more powerfull meaning the damage output is crazy high, easily 200-300 a tick. Double sucks if you are in 1 res kit for the area and have dis wind and a fight breaks out vs wizz you are dead so fast.
The length of time it stays around, 1 tempest last about 60-90 seconds i believe.
Unable to tell between friendly and enemy tempest - problem with last night is 2/3 of the screen was spammed with tempest, you cannot tell if its yours or enemys until you are in it and ticking/bouncing around for 1/3 of your hp a tick.
Repulsion - wizz are the fastest levellers, the repulsion effect on tempest makes it impossible to get close to a wizard if they are higher than you. Only warriors can dash through it without penalty.
Penalty cooldowns in caves makes becon/inter/dance redudant. You cannot mount an offensive on the back line due to a 10-25 second potion penalty,
Require lotus combo to deal any strong damage, or if DC based a 5CD second flash of light attack which is extremely difficult to hit on a moving target.
Solutions
Elemental calculations need correcting. 1 element should be converted to 1-2 MC/SC when using a spell of that type. This still gives elements a strength over MC, but still opens them up to needing luck too, but still not as much luck vs pure mc given the 1 base. Also brings back in the pure MC builds not being complete crap.
Tempest time - Something similar to marble, the more you cast the quicker the first runs out, a cap of 6-8 tempest at once will still allow PvE spamming (54-72 tiles covered with 6-8 tempest) without being able to completely cover areas in PvP.
Remove the repulsion from wind spells for PvP. Sins ele puppet does stun/slow players, ice spells dont slow players, remove repulsion from wind spells vs players. Still allow PvE to continue the repulsion effects.
Having ability to tell between enemy fwall/temp would be good, benefits everyone. A slight colour change on enemy one would be nice.
Using becon/inter/dance/geo/teleport should not give a potion penalty cooldown, but maybe increases the standard cooldown on that spell by the current item penalty.
Wraith grip - this needs looking at again.
if target is 7+ levels higher then no stun
if target is same to 6 levels higher then 2 second stun
if target is lower level then 5 second sun
As mentioned sins are meant to be glass cannons, but that cannon is seriously under firing.
a nice solution would be a reworked Karma spell, my suggestion for this would be as follows:
Karma is a now a buff you activate.
When cast it lasts 10 seconds, cooldown is 20 seconds,
Upon casting it gives 2% crit chance. Every 5 seconds it adds another 1% crit chance, upto a max of 5/6/7/8/9 % depending on skill level.
Everytime you hit a target, and do not crit, the 10 second timer refreshes.
If you do not hit anything for 10 seconds or do crit, then the buff will deactivate,
If the buff deactivates, but you have the new begining active then 2 stacks of new begining are used and the buff timer resets. If you only have 1 or not on then it expires and will need recasting.