1) Base HP raised to mesmer’s 15k. This will make the 20+ points in water truly optional.
2) Reduce cd of Arcane Shield and Erath Armor to 30-35 seconds. Do the same same probably for Mist Form.
The glyph and signet utilities need better defensive options. The Earth Signet in addition to rooting could grant protection for a short time. The Air Signet could cause weakness in addition to blind.
The glyphs just plain need help because most of them are just bad, especially the summoned elementals and elemental storm.
A lot of the ele utilities like the glyph utilities could use a halving in cd, as could signets.
Eles by virtue of their squishiness need much more constant access to stun breakers and blocks if they are to compete.
3) Allow healing in Mist Form again. It’s pretty absurd that a warrior stance allows them to be immune while still attacking and being able to heal, but the squishier low HP class suddenly is banned from it.
4) Spread condi removal outside cantrips. Both the glyphs, signets, arcane utilities, and conjures should each have a stun break, and a condi removal option.
5) Make base Attunement cd 10 seconds, and change the arcana line to simply buff the effectiveness of lingering attunements. Make lingering attunements baseline.
6) Reduce the cd of Fire Grab, retool arcane utilities so that ele burst capability is not tied to them. Make it so Fire Grab always crits on targets with burning.
Arcane utilities should function like any other utilities, changing up playstyle not just being a substitute for the innate lack of burst on ele weaponskills for a squishier class.
7) Cap boon duration. Part of what made the ele OP before was the sheer boon stacking. You can raise ele base survival and damage output because by capping boons people no longer need to cheese out arcana and boon stack runes to actually function.
8) A warrior should never be healing passively for far more squishier classes need to activate abilities for. Hell, Signet of Restoration requires constant skill usage to still be only a fraction of effectiveness, and Ranger’s Troll Unguent, a delayed heal with a cast time and downtime, still heals for less.
9) Buff elementalist autoattacks, especially for scepter. The only remotely viable high sustain build with some tankiness that can go in the frontlines in WvW is a dagger/dagger cantrip variant. This really kills spec diversity when your only weapon that can do sustained damage is a dagger/dagger build unless you have the luxury of sitting behind a zerg spamming fire staff (note, fire staff’s sustained damage drops to crap once anybody, especially mele, pressures you).
I think that with these few changes elementalists would actually consider the other traitlines.
A lot of people have been trying to change up traitlines, but I feel they miss the point of why the other traitlines are not taken.
And the simple answer is that without 20+ trait points in water the ele just dies. Miserably.
People also are forced into arcana because the ele does no sustained damage when he’s not attunement swapping because ele autoattacks are really bad in general for most attunements. Moreover, several key survival skills for the ele without arcana have longer cd’s and overexpose the ele, or his offensive/cc skills are locked out when needed.
Really, just play with 12 sec cd attunement cooldowns. It’s really bad and it feels like forever because if I switched out of fire and air, and I’m stuck with water and earth, their offensive capabilities are so terrible that my pressure just dropped to 0 for well over 10 seconds, which is plenty of time for opponents to recover and reset on you.
Something in particular needs to be done for the attacks on water and earth attunements so the ele can maintain pressure. For water in particular the autoattacks just need to be increased by a lot, especially staff and scepter. For earth either more condi application or the base damage needs to be increased.
(edited by Zenith.7301)