What?: Elementalists, have the lowest health and armor in the game in addition the more “powerful” attacks such as Staff fire 5, Daggers Earth 5 and Lightning 4,5 combo Scepter/focus Dragon’s tooth. are telegraphed in an extreme way.
They are considered to have some of the lowest damage in PvP and are outdamanged by other classes in many cases in PvE.
They have all the aspects of a glass cannon with none of the damage one would expect in return.
Warrior Gs skill 2, hundred blades, An AOE , 4 second~ duration skill with 8 second cooldown that begins damage instantly. On an exotic geared Power,Precision,Condition warrior outputted a max of 12k min of 8k damage in its duration and added on average 4 stacks of bleeding due to build.
Elementalist Daggers earth skill 5: Churning Earth, An AOE, 4 second~ duration skill with 30 second cooldown that delivers damage in a single packet at the end.
On a Zerker geared, (exotic armor ascended 6 slots) Elementalist over several repeats , Results were actually very similar for my normal equipment (celestial) yields 4.5k as the critical max 2.5k as the minimum. with 8 stacks of bleeding
Objective: To get elementalist damage to at least par with the current meta classes, warrior and thief , if possible to raise the damage slightly above both to compensate for the lowered armor and health. Considerations to health and armor also a possibility.
Outline; An elementalist is the classic damage dealing class in a trinity system, but without a trinity one would expect elementalists to be suited to everything as the jack of trades class, Fire for direct damage, Water for healing, Air for control , Earth for condition.
I’m going out outline several suggestions, in 2 categories, Drastic, and minimal. I don’t expect any of the drastic changes to be acceptable but may provide insights
The first thing to keep in mind is that you have to give each class a weakness, something that makes it fall apart, I feel cooldowns can play a large part in the elementalists, they get one shot at bringing down another player, they mess up they die.
Minimal:
These points all mention players,the improvements would also functionally help in PvE.
1. Remove the stationary requirement on all elementalist attacks, the game uses twitch based combat and a light armor class cannot face tank four seconds of damage to pull off their only life threatening attacks.
A counter to potential arguments that this would overpower the class
-Meteor shower has random hit placement and most players I have fought ignore the field completely anyway, the ability to move during the cast does not remove visual indications.
-Churning Earth, the damage on this skill is quite low and the bleeding can be removed easly, it is also the single most telegraphed skill in the game, a player can easily dodge this attack.
2. Convert Churning Earths damage to multiple packets, the risk to reward is too high on this attack, you’ve likely lost most of your health from being stationary for 4 seconds and a single block will completely negate any impact.
3. Raise the damage of Churning earth or Dagger fire 5 to be on par with that of a thieves backstab (8k) or warriors gs 2 (8-12k) the attack currently doesn’t hamper heavy armor classes at all.
4. Add a stun to meteor shower, this will stop people ignoring standing in a meteor showers field. The time from impact of the first meteor to full effectiveness provides plenty of time to dodge.
5. Improve the Elementalists passive heal signet, copying the warriors healing signet would be a good step. All elementalist heals tend to be drip, so large bursts down us instantly, this will at least help us to be good at maintaining our health through drip heals.
6. Raise the damage or lower the cast/travel time on most elementalist 1 skills , they are off par with 1 skill damage dealing attacks which output 1-2k DPS , where including travel time a fireball falls below this.
7. Daggers and Staff lightning skills could do with a look, in both cases 5 is used for a stun 4 for speed , skill 1-3 are not often used.
8. Dragons tooths time till the damage packet is delivered could do with being lowered it is again quite easy to completely dodge.
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.