Welcome to my vision of a new unique mastery for one my favorite profession in Guild Wars 2. When ArenaNet announced they were working on the first expansion it gave me motivation to think and write what future expansions might hold for the Elementalist.
When they released the details for the Tempest I knew more than half the ideas I had were not implemented. After a short break of, cough 4 months cough, I finally purchased Heart of Thorns and continued to fill the blanks in my concept. Especially, when I read how the developers do read the forum to gather cool ideas and such gave me a boost to finish this forum post. This is the result of my brain crunching. I tried to make it as readable as possible instead of just a wall of text. If it’s still too much try reading the TL;DR at the end. Hope you like it and constructing critisism is always welcome.
The Elementalist!
In this section I will just sum up the main features of the Elementalist as released in the base game. Feel free to skip this part if you are already familiar with the profession and the Tempest Elite specialization.
Class Mechanic
The class mechanic for the Elementalist are attunements. With the choice from the main types of magic, Fire, Water, Air and Earth, it enables more multiple attack combinations with 20 weapon skills at their disposal. Each type has its own mastery and role for the Elementalist with a 5th mastery for general improvements called “Arcane.”
Specializations
The Fire mastery is used to give the Elementalist a broader range of improvements and boons for the use of the Fire Attunement. With more offensive boons and burning conditions together with improving the Conjured weapons. Next to Fire, for offensive tactics, Air focusses on spike/burst damage and the mastery improves Glyphs and movement speed of the Elementalist.
The masteries for Earth and Water focus on providing more defensive options. For water this means mainly healing, but also stacking vulnerability on enemies. Earth on the other hand boosts Signets and improves the bleed condition on attack in this attunement.
Arcane skills are only usable as utilities, because they always crit or mitigate damage completely. Furthermore, this mastery line provides general boosts to these types of skills and to switching attunements.
Weapons
The Elementalist is only able to wield 5 physical weapons, namely: a dagger, scepter, staff, trident and focus. Each weapon provides a different playstyle for players. As you read in the previous section an Elementalist is also able to use Conjured Weapons. These are summoned weapon which can only be used periodically and have limited use. For Conjured Weapons a Shield, Axe, Longbow, Hammer and Greatsword are available. This enables the Elementalist to wield a broad range of weapons from close range to long range and defensive to offensive.
Tempest Elite Specialization!
The Tempest is the latest mastery and was introduced in Heart of Thorns. The class mechanic attunements are the same but can be overloaded. This grants the Elementalist 4 active skills which, after a brief channel, can provide extra utility to the party. This mastery also gives the Tempest access to another off-hand weapon, the Warhorn, for support and condition application. For the remaining Utility, Heal and Elite skills the Tempest can use offensive shouts.
With the introduction of the Warhorn the remaining weapons available for the Elementalist profession are: Sword, Mace, Torch, Shortbow, Pistol and Rifle. I won’t mention the underwater weapons, since that is only used in a small part of the gameplay. So, let’s continue to the fun part!
(edited by MangoMonkey.7582)