But it really is impossible.
I have only tried the elementalist for a couple of matches, but now I’m really liking the combat style and its versatility.
I’ve played several hotjoin matches to get used to skills, rotations and combos, then when I’ve realized that hotjoin had nothing else to teach me, I’ve jumped on SoloQ when horrible things started.
I have to say that I’ve played Necromancer for an huge chunk of time (before the june patch), power-based non-spirit ranger and jumped for some time on the warrior bandwagon.
Here’s some of my impressions:
- 30 mandatory points into Arcana is disgusting: they are a must go for pretty much any build because of the attunement recharge and the on-dodge effects. It feels awful when you need to heal and you have your water attunement recharging and you want to burst and the air attunement is unavailable. Any build not running 30 into Arcana is a sub-par build as far as I’ve tested. It really saddens me that a whole profession is forced to play with 30 less traitpoints.
- 30 points into water are a must go to have enough sustain: another things I’ve found out playing in SoloQ. The amount of conditions coupled with the really small HP pool of elementalists force them to bring a lot of condition removals in order to have enough sustain to survive condition professions, which are still very popular. This is seriously a major problem which also affects many other professions which are forced to bring a lot of condition cleansing traits/skills to survive the condition spam. So any build I’ve tried to theorycraft and try, ended up with 30 in water and 3 cantrips, otherwise, I just melt to conditions.
So, after you’ve spent 60 points on defensive traitlines, there is really nothing left to spend on increasing the damage output and I’ve ended up to build a sub-par bunker when I wanted to build balanced.
- 30 in Air with Fresh Air is borderline viable, but the lack of 30 in water makes you die horribly to conditions and have no sustain at all.
- 30 in Fire is unviable, because it might have some potential, but it is even less viable compared to Air because its damage is more sustain rather than bursty, which means that you are more exposed to damage. The lack of sustain coming from 30 in Water clearly says that you can’t afford to be exposed for a long time.
- 30 in Earth are not an option at all. The condition damage of Elementalist is quite high, but it relies on low amount of conditions with high duration rather than constant application, which means that the amount of condition removals in this meta, built to counter Spirit Rangers, Necromancers and Engineers, completely destroy its viability.
At the end of the day, I came up to the conclusion that Elementalist is not worth playing in this meta at all and all the reasons of this are clear, under the eyes of everyone.
Why hasn’t the balancing team done nothing yet? Why I feel forced to play Necromancer or Warriors to be competitive? Why people ask me to reroll once they see I’m playing Elementalist?
Is this what the balancing team wants their game to be?
Well, this seriously isn’t the game I want to play.