I'm not sure how realistic all of these changes are (I don't know stuff about programming), however this is how I would personally try to address Arans Combo Ability/Combo Critical being bugged, & Tempest either being too overpowered or too weak, while keeping Arans balanced.
Snow Charge damage changed from 150% to 130% (Originally Snow Charge was 110%). This is to counteract Arans getting stronger with Combo Ability/Combo Critical fixed.
Combo duration decreased from 10 seconds to 7 seconds (Originally was 3 seconds). Arans were generally designed to be the strongest Cleaving Warrior if over 100 combo & if they had Sharp Eyes. The Caveat was that you could lose combo & during the time you're gaining combo back you are weaker than the other Warriors both in Cleave & vs single target. 10 seconds also let me use Tempest at LHC very easily back when it 1-hit the map, once or twice I lost a combo counter over 10,000, but more often than not I could kill the whole map & when everything re-appeared I could hit them again to continue my combo. Also at bosses like HT/CHT I believe it should require skill to keep combo up, for example if Freeze Standing is dispelled you shouldn't be able to climb all the way back to head & still have combo, you should have to jump up from the ground to hit arm, then climb rope to continue combo. It will suck when CHT/VL/whichover boss just straight up stuns everyone/everyone nearby, but I don't think Arans were intended to always have combo.
Fix Combo Ability/Combo Critical so that after using up combo the skills are still in effect.
Combo Tempest changed to Freezing mobs (frozen mobs can get 1-hit by a skill), opposed to doing damage or 1-hitting them outright. When monsters can get 1-hit Tempested it makes Tempest VERY strong, especially combined with 10 second combo duration & Combo Ability/Combo Critical not working (easier to get a huge combo if purposefully doing less damage due to Combo Ability/Combo Critical bug). Tempest should still use up all combo. Stronghold mobs to count as "boss" monsters so Tempest instead does it's %damage, not it's freezing ability. I would change the duration the mobs are frozen for though, as 10 seconds at just level 1 Tempest is generally enough for a group to go around & 1-hit the monsters while they're in their frozen state. I would say have Tempest level from 5 seconds of freeze gradually up to 20 seconds of freeze at Level 30 Tempest instead of from 10 seconds to 40 seconds as the skill description currently says. Tempest %boss damage increased. Even with level 30 Tempest it's generally never beneficial to use Tempest > Fenrir because it uses up all combos & even at the minimum combo it can be used (200) it is just more damage & faster to use Fenrir 2 times.
Make Combo Tempest & Combo Barrier a different button set-up (or hotkeyable) than Combo Fenrir & Combo Drain so that pressing the same combination of buttons doesn't do 2 separate things. Even with a Tempest that is useful (but not overpowered) vs mobs, I personally wouldn't have a single point in Tempest because it just reduces my DPS at bosses as I want to use Fenrir, but above 200 combo I can't (& if I use Fenrir below 200 combo I don't get back to Combo Ability/Combo Critical maxed as quickly & there is a phase where I'm weaker because I'm dodging my combo's getting too high).
Snow Charge damage changed from 150% to 130% (Originally Snow Charge was 110%). This is to counteract Arans getting stronger with Combo Ability/Combo Critical fixed.
Combo duration decreased from 10 seconds to 7 seconds (Originally was 3 seconds). Arans were generally designed to be the strongest Cleaving Warrior if over 100 combo & if they had Sharp Eyes. The Caveat was that you could lose combo & during the time you're gaining combo back you are weaker than the other Warriors both in Cleave & vs single target. 10 seconds also let me use Tempest at LHC very easily back when it 1-hit the map, once or twice I lost a combo counter over 10,000, but more often than not I could kill the whole map & when everything re-appeared I could hit them again to continue my combo. Also at bosses like HT/CHT I believe it should require skill to keep combo up, for example if Freeze Standing is dispelled you shouldn't be able to climb all the way back to head & still have combo, you should have to jump up from the ground to hit arm, then climb rope to continue combo. It will suck when CHT/VL/whichover boss just straight up stuns everyone/everyone nearby, but I don't think Arans were intended to always have combo.
Fix Combo Ability/Combo Critical so that after using up combo the skills are still in effect.
Combo Tempest changed to Freezing mobs (frozen mobs can get 1-hit by a skill), opposed to doing damage or 1-hitting them outright. When monsters can get 1-hit Tempested it makes Tempest VERY strong, especially combined with 10 second combo duration & Combo Ability/Combo Critical not working (easier to get a huge combo if purposefully doing less damage due to Combo Ability/Combo Critical bug). Tempest should still use up all combo. Stronghold mobs to count as "boss" monsters so Tempest instead does it's %damage, not it's freezing ability. I would change the duration the mobs are frozen for though, as 10 seconds at just level 1 Tempest is generally enough for a group to go around & 1-hit the monsters while they're in their frozen state. I would say have Tempest level from 5 seconds of freeze gradually up to 20 seconds of freeze at Level 30 Tempest instead of from 10 seconds to 40 seconds as the skill description currently says. Tempest %boss damage increased. Even with level 30 Tempest it's generally never beneficial to use Tempest > Fenrir because it uses up all combos & even at the minimum combo it can be used (200) it is just more damage & faster to use Fenrir 2 times.
Make Combo Tempest & Combo Barrier a different button set-up (or hotkeyable) than Combo Fenrir & Combo Drain so that pressing the same combination of buttons doesn't do 2 separate things. Even with a Tempest that is useful (but not overpowered) vs mobs, I personally wouldn't have a single point in Tempest because it just reduces my DPS at bosses as I want to use Fenrir, but above 200 combo I can't (& if I use Fenrir below 200 combo I don't get back to Combo Ability/Combo Critical maxed as quickly & there is a phase where I'm weaker because I'm dodging my combo's getting too high).