Greetings, all.
As the subject header indicates, I am the village idiot. This means I know how to dodge, attunement swap for maximum effectiveness, and tweak my build when necessary. That said, I’m nowhere near being an excellent player — I can only solo four or five mobs my own level, and there are some classes (you know who you are) who beat me every time in PvP. You Have Been Warned.
I personally feel that the Elementalist is almost where it needs to be; I certainly don’t want the class to be altered in such a way that facerolling becomes possible. Consequently, I have a short list of suggestions for the Elementalist. Note that I hardly ever use the staff, so I have few suggestions for it.
This is a living thread — I have already modified the OP in accordance with community feedback and discussion, and I will continue to do so as long as this thread remains popular, or until such time (about next Tuesday) as someone demonstrates that my suggestions are fundamentally flawed.
Before I begin, I will enumerate the issues the elementalist faces:
- Poor trait efficacy and synergy: the majority of elementalist traits benefit a single attunement, consequently encouraging you to remain on one attunement — but they provide so little benefit that attunement swapping will almost always be better, ergo the traits that benefit a single attunement will almost always be eclipsed by traits that benefit an attunement-swapping playstyle
- Certain abilities provide minimal return-on-investment (ROI)
- Disappointing elites (by default, we can either turn into a tornado that can be crowd-controlled, summon elementals that we can’t directly command, or summon a sword that replaces all our action bars); though addressing this issue is beyond the scope of this thread, I would just like to throw it out there that I get the feeling that the Elementalist community would probably appreciate an elite signet, glyph, or spell that directly enhanced our existing combat capabilities
A brief overview of my suggestions:
- Make certain abilities easier to use by increasing animation speed, widening their area of effect, or fixing bugs
- Provide ancillary benefits for certain abilities
- Normalize Aura cooldowns to 30 seconds each (Flame Shield, Frost Aura, etc.)
- Normalize Wall cooldowns to 15 seconds each (a-la Ring of Fire)
- Improve synergy
My specific suggestions are as follows:
Scepter
- Dragon’s Tooth (Fire-2): Now targets a specified area; increase animation speed by 25-50%
- Ice Shards (Ice-1): Applies Vulnerability with every hit
- Shatterstone (Ice-2): No longer applies Vulnerability; instead, Chills targets for 2 seconds; increase animation speed by 25-50%; damage and cooldown increased to be in line with Dragon’s Tooth
- Lightning Strike (Air-2): Also inflicts Weakness (to compensate for the fact that Blind is useless against fast attackers)
Focus
- Flamewall (Fire-4): Cooldown normalized to 15 seconds
- Fire Shield (Fire-5): Cooldown normalized to 30 seconds; also grants Vigor
- Freezing Gust (Ice-4): Cooldown changed to provide 25% uptime — thanks, Shockwave
Dagger
- Drake’s Breath (Fire-2): Wider cone
- Burning Speed (Fire-3): Now counts as both an Evade (if it doesn’t already) and a Leap combo finisher; can self-trigger (thank you, Shockwave)
- Ring of Fire (Fire-4): Now inflicts Burning on foes who are within the ring when it is cast, but does not continue to inflict Burning on these foes unless they cross the ring again
- Fire Grab (Fire-5): Wider cone
- Cone of Cold (Ice-2): Wider cone
- Frost Aura (Ice-4): Cooldown normalized to 30 seconds
- Lightning Whip (Air-1): Wider cone (Helpfully provided by ArenaNet as of October 1st patch!)
- Lightning Touch (Air-2): Wider cone (Helpfully provided by ArenaNet as of October 1st patch!)
- Ride the Lightning (Air-4): Now acts as a Leap finisher; ignores intervening obstacles and elevation changes; also acts as an Evade (it currently does not); also provides a Detonate sub-skill so the user may cancel it at any time (thanks, Shockwave!)
- Churning Earth (Earth-5): Chargeup speed increased by 25-50%
-OR- - Churning Earth (Earth-5): Players can now manually control chargeup speed by holding the button for up to 4 seconds, increasing the detonation radius (damage remains constant)
Staff
- Ice Spike (Ice-2): Increase animation speed by 25-50%; increase damage and cooldown to be in line with Dragon’s Tooth
- Geyser (Ice-3): Damages foes in proportion to its healing in the same manner as Water Trident (thank you, AngryHelper!)
- Eruption (Earth-2): Applies Cripple to all targets within the area of effect as soon as the buildup animation begins; the Cripple condition lasts until Eruption does damage
- Magnetic Aura (Earth-3): Cooldown normalized to 30 seconds
- Unsteady Ground (Earth-4): Cooldown shortened to 15 seconds (like Ring of Fire)
Again, all suggestions are open to discussion and debate.
(edited by Gaius.2781)