Problem; Lack of reliable unique defense mechanism.
Explanation:
When you ask a random player what are the different defense mechanisms of the different classes you will get mixed answers, but most often than not you get this;
-Mesmer; Clones, stealth, daze, chaos armor/storm.
-Guardian; Boons, heals, blinds, aegis, holy heals!
-Warriors; Banners, healing signet, blocks, health pool.
-Necromancers; Large hp pool, DS, chills, fear.
-Thieves; Stealth, teleports, blinds, killing the enemy
-Rangers; dodges, spirits, traps.
-Engis; heals, heals, condition immunity, turrets, blasted heals
But without a second thought, when asked about elementalists these are the 2 only answers you get; heals and cantrips.
For ages the elementalist class has had their entire survival mechanism tied up to these 2 things. Notice how most classes have an innate defensive mechanism, usually one tied directly and strongly to their class mechanics such as clones/stealth for mesmers or stealth.blind for thieves, making them some of the most durable classes despite their deceiving squishiness.
Healing got hit several times with changes to water/arcane, I will mention some of the ones that hit the harder: halved healing on dodges, 10 seconds ICD on dodge heal, 5 ICD condition removal on applying regeneration, [the now reverted] healing signet nerf. This destroyed a lot of synergy such as removing condition on healing rain, or activating 2 cantrips on quick succession for double healing. On top of that, cantrips are vastly outperformed by skills which other professions have on half and even 4 times smaller CD, mist form having a 90 secs CD or armor of earth 75 CD for only 6 seconds of stability and protection in a selfish matter when skills such as guardian shouts can have it in as short as 24 seconds party wide.
Another great hit was the mistform and ether renewal synergy wich was crucial for taking some pressure of you, leaving mist form in a current terrible state where you are actually doing yourself more damage because thats 3 seconds in which you cant do anything at all, conditions still tick, and the enemy can just reset, reposition or precast skills without any worries, making it a newb trap skill.
Another problem is that inherently, cantrips and healing is tied very much to water, and to certain extend arcane which makes the boons last longer, and is much needed for the long recharge time of weapon switch, as well as dodges and the most mandatory blasting staff.
But how do we create a class that can selfsustain itself and still remain true to itself?
Solutions:
Auras and glyphs. Yes, most people already forgot about them, but auras are incredibly awesome. Some of them are very useful, some of them are incredibly useless and sometimes you wish your blast finisher had blasted the water field not the ice field instead.
here are some suggestions;
-Fire trait tree activating a glyph gives you an aura based on attunement for 3 seconds, 5 secs ICD.
Elementalists have little access auras, glyphs are severily underused, usually the elite is used because nothing else is worth it, I would gladly give up my elite for another utility. With this, new builds are open up, synergy with fire/air traits could be introduced too.
-Fire aura burns one condition on you every 1 second per hit, and 1 boon from the enemy every 3 seconds on hit. Change the fire minor trait from instead of burning to instead apply a fire aura for 2 seconds every time you attune to fire.
Why? Because right now fire aura is almost a joke when it comes to defense terms. 1 second burning isnt enough to deter anyone from attacking, neither will they care much about those 3 potential might stacks if you are dead.
-Frost Aura: Cant be crit while this aura is on, remove the 10% damage decrease. applies 3 stacks of chill, on the third one it creates an ice cage much like the one from the frost bow.
-Air aura. Pretty solid, although it would be great to implement super speed on it for around 1 second that it activates.
-Magnetic aura: great vs range, terrible everywhere else. Reduce physical damage by 20%, condition duration of applied conditions by 40%. It is supposed to be the earth-defense aura, yet it proves very innefective vs physical attacks which you would expect “earth” to be able to handle.
These are my suggestions for bringing active defense that is strong and reliable onto the table without turning the table towards DPS. I find that although autoattacks and CD on some skills on eles could use some buffs, I find them in a nearly good state. Giving defense might give them the much needed boost into a functional defense mechanism unique to the class.
Legendary SoloQ
(edited by Fortus.6175)