I’ve been doing well with my Scepter/Dagger build (which is based on Phantaram’s build) (after quite a bit of practice, of course), but there are a few small issues that need to be ironed out.
1.)
The Problem:
Ride The Lightning is bugged and only travels all the way to the target around 50% of the time. This is absolutely detrimental to Elementalists, since our only near-surefire way to land an updraft is via Ride The Lightning.
The fix:
Make Ride The Lightning function as intended. Since I (obviously) haven’t been able to look at the way Ride The Lightning is coded, I’m not quite sure what should be done to fix this issue. However, on moving targets (and especially airborne targets), Ride The lightning will sometimes cause a self-stun of sorts. In any case, this is a huge oversight of a bug that needs to be fixed.
2.)
The Problem:
We’re too reliant on updraft to begin fire attunement combos. If the opponent manages to dodge Updraft or uses a stun-breaker, the Elementalist’s damage potential goes down significantly. If this happens in a 1v1 fight (say, at the enemy trebuchet), the best option is often to escape the fight and come back later when you may stand a better chance.
The fix:
This fix is also quite easy. Make Dragon’s Tooth aimable. This means that I can lead the target and potentially still land my damage. The fact that Dragon’s Tooth isn’t aimable means that any opponent with any knowledge whatsoever of Elementalists (or people that just so happen to notice the giant floating tooth about to fall on them) will just move out of the way. I understand that Elementalists already have a lot of aimable AoE spells, but what’s one more for the sake of balance? Honestly, I wouldn’t mind a slight cooldown increase if this change happens.
3.)
The Problem:
We have fairly low overall sustained damage after we use our initial burst. In fights over points, after our fire combo is spent, our best option is to go into water for a bit of support, and perhaps swap into earth for a quick knockdown. We don’t have the option to continue to do moderate sustained damage to a target that needs to be focused.
The fix:
Slightly increase the damage on Air Attunement’s autoattack, Arc Lightning. A small 10%-15% increase is perfect. This would line us up with other bursty classes in terms of sustained damage after initial burst and give more choices after our fire combo (as in, we have 3 attunements to swap to, rather than just water or earth and air as a last option).
Sidenote.) These three fixes do not address the fact that Fire is not an attractive trait tree to spend points into due to its lackluster trait slots throughout the entire tree, nor does it address the fact that 20-30 points (usually 30) in Arcana is almost mandatory due to how valuable lower attunement-swap cooldowns are (and how great some of the traits are). Fire, and potentially a few of the other trees, should have their trait slots brought up to be competitive with Arcana and Water, and all trees should be geared toward frequent attunement swapping. Trait skills such as “Reduce Fire cooldowns by 20%” simply are not a viable choice at the moment.
(edited by Zetta.5102)