Hello everybody,
I know there are a lot of whine threads about why the elementalist is terribad in general, and I hope this not to devolve into one. Instead, I want to foster actual discussion about the nature of inherent issues with the class so that some proper balancing might bring us in line with other classes, someday… Before proper balancing can be done, we have to truly understand the problem:
The Problem
#1: The underlying problem with elementalists is that survivability, even at its maximum is very poor. Having low health/armor isn’t an issue if you are given the proper tools to survive (like stealth, aegis, protection, cleansing, healing, blocks, evades, etc.). In the past, we supposedly had too much survivability b/c we could heal too well, and had mobility to get away when the fit hit the shan. However, repeated nerfs have decrease out healing, decreased our mobility, decreased our defensive utilities, and even decreased the effectiveness of our boons (boon hate, stripping, necro buffs).
#2: Very poor sustained damage. Our autoattacks are pathetically weak, and don’t hit nearly hard enough given how squishy we are. Sure, we can have a single large burst with S/D by expending everything, but then we are a sitting duck and have no defensive utility. If the opponent survives (a single dodge-roll does the trick), you are a free kill. Other glass cannons have superior sustained damage and survivabilty through stealth/mobility.
Contibuting factors
- X/F has no real survivability b/c it is forced to “stay in the pocket” due to no mobility, can’t heal (our form of defense), and can’t even out-damage its enemies while standing there because /F destroys our burst capabilities, while only adding minimal control/invulns. This weapon set wants sustained fights, but can’t achieve the sustained dps to even win. The weapon is inherently flawed.
-Forced to spec into 30 arcane and 10 water (or 20/15 at a minimum, preferably 30/15) to have any survivability (healing) which is supposed to be inherent to the class to make up for the poor armor/health. Destroys build options and the chance to go more offensive (for greater damage), exacerbating #2.
-Terrible mobility at its maximum, considering that mobility is one of the primary survival mechanisms for a squishy. RtL nerf kills most reasonable specs chance to even survive. Staff ele has some limited control options for short escapes, actually making it more survivable than X/D.
-Arcane utilities give instant-damage options, making burst specs good enough to be barely unviable. However, these utilities serve no other purpose, are incredibly boring, and make it infinitely harder to fix any of the other issues.
-Unreasonable base attunement recharge rate, forcing points into arcana and destroying build diversity (although arcana has the best traits anyway). This further exacerbates both #1 and #2, as arcana gives no actual useful stats for building offensively/defensively. The +boon duration does have a secondary effect on survivability (more protection/regen), but its efficacy has been severely nerfed. Offensively, boon duration doesn’t do much b/c ele dies before it can really get going and build up might through combo fields. Compare this to HgH engies (not optimal, but still playable), who can run around with might stacks b/c they don’t rely on combo fields.
-Staff has no ability to deal damage 1v1 reliably. Fire is o.k. b/c is it doing what it is meant to, but air 2 and 3 are absolutely terrible for what they are used for. The cast time of air 2 is way too long, and the damage way too low. The 3 ability usually misses even at point-blank range. I don’t even know why the skill exists. If you want an example of the proper implementation of aoe, however, look at staff: you stand in the aoe, the effect accumulates over time. Compare this to engie nades/bombs or necro marks: they pop once and the entire effect (damage + conditions) are applied. Nerf those to be more like staff.
(edited by BlackBeard.2873)