Please find below an elite spec concept and associated conceptual thinking for your perusal, consideration, and criticism. Some ideas were taken elsewhere as inspiration, others were more original, and all tried to build from Elementalist themes. Text has been parsed into spoiler bits to try and make them more accessible and contained.
New Field: Magnetic field – Projectile-Bleed, Whirl-Bleed, Blast-Aegis, Leap-Magnetic Aura
Created an elite spec concept that attempts to emphasize active play and defense by changing weapon skills and normal Elementalist mechanics. Each weapon has a specific theme and mechanical playstyle it is meant emphasize, decreasing versatility to justify improved offensive effectiveness. Elite Spec adds: new weapon skills, new defensive/utility cooldown, shortbow skills, and wells.
Conceptual Preamble
The GW2 Elementalist dances between attunements, activating a suite of separate weapon skills per attunement with individual cooldowns. Weapon skills for each attunement belong to a general theme and allow Elementalists to actively swap to different modes (Fire-damage, Water-support, Air-control, and Earth-defense) as the need arises. This comes with an opportunity cost of having limited access to those themes outside of the associated attunement and being unable to revert to the prior mode for a limited period of time.
In GW2 “Arcane” is in reference to both an Elementalist traitline and utility skill type. The traitline associates itself with general utilitarian enhancement of each attunement, particularly as it applies to their themes, and decreased cooldowns. The utility skills have instant or low cast times, deal critical damage, shield the user, and can be traited to apply thematic conditions and increase ferocity. Though not particularly clear thematically, “Arcane” energy appears to be raw magical energy before it is sculpted by elemental association OR magical energy simultaneously sculpted by all elemental associations. A number of keyword mechanics or concepts associated with the “Arcane”: critical hit and damage, speed of activation and cooldowns, thematic conditions and boons, enchantment, active defense.
At the core of the Arcanist/Arcane Archer design is the attempt to move away from the corner the game designers seemed to have worked themselves into: PvE Elementalist deals too much damage too easily against AI and/or their versatility is too easily accessible, and PvP Elementalists are forced into support bots due to low base stats, a reliance on healing and passive defense over active defense, and general overcosting of versatility.
Where the Elementalist provides the core design concept and the Tempest generally slows down play while increasing access to passive defenses regardless of current attunement, the Arcanist/Arcane Archer aims to emphasize the attunement swapping of the Elementalist and speed up its play and reactivity. Though versatility is an irremovable hallmark of the Elementalist, the design herein aims to decrease baseline versatility by hiding it behind skill combinations (increasing button presses, skill requirement, intelligent use, cooldown management, etc.) and focus on solid mechanical and role design choices by weapon.