After trying out several builds in PvP, since the last balance patch, I’ve come to the conclusion that the nerfs to elementalist back in the d/d “meta squared” meta have hurt the profession really bad, and that it became pretty much bottom tier without them, especially without the celestial amulet (which was an excellent decision to remove from PvP).
The only “viable” build at the moment is fresh air, and it’s underpowered against half of the professions/builds. Staff is a gimmick unreliable build that is very strong in WvW, but can easily be countered in PvP and high level matches.
- Skip this part if you already understand why the old d/d cele meta^2 build worked so well
First let me explain why the old cele meta was so strong, for those that didn’t know the build. The water specialization provided acess to vigor+regeneration in cantrips (all of the utilities that were used with this build) and whenever regen was used a condition would be cleansed. This would provide near immunity to conditions if you knew which skills to use. Regeneration would in turn provide a lot of sustain due to the celestial’s amulet healing power, along with the healing signet.
Vigor, along with the sigil of energy, would fit the elementalist’s playstyle really well due to the arcane specialization grandmaster trait (evasive arcana), that would provide healing on water attunement, CC on the air attunement (blind), damage + condition damage on fire and earth attunements, and increased survivability through dodges. Arcane would also provide extra boon duration, and a strong baseline trait that provides a boon specific to the attunement used (on swap).
Along with these traits, by using the * fire specialization*, blinding ashes (a grandmaster trait) would blind enemies when burning was used, which in turn would increase the survivability even further.
The d/d weaponset, along with one of the cantrips (lightning flash) and the fire GS elite skill, would provide this build with very good mobility.
It was perfect survivability with no tradeoff, except for power. This is what made this build overpowered: Elementalist had access to 3 might stacks whenever a cantrip was used, access to blast finishers and fire fields. This would compensate for the lack of power that the celestial amulet didn’t provide to other professions/builds, and would fit the elementalist hybrid condition+power based damage like a glove. This extra raw power + access to the strongest condition in the game (burning) would be further enhanced by the condition the extra condition damage provided by the celestial amulet and permanent 15-25 might stacks (which increase power+condition damage) during a battle, especially due to the Rune of strenght/hoelbrak that everyone used with this build.
By removing/nerfing blinding ashes , aura duration, might on cantrips, increasing cooldowns on defensive traits that provided vigor/frost aura when crit damage was used on you, along with d/d condition duration/stacks, made the d/d build a lot more in line with the rest of the builds. When HoT was released, a lot of elite specializations + revenant made it to top tier, but elementalist still not being the preferred in “meta” compositions was still viable and new builds like Staff Tempest emerged and were still viable.
Then the bunker meta estabilished, and everyone used the celestial amulet on lots of builds which made Arenanet remove all of the “bunker” amulets for the health of the game. Which was a great decision and refreshening for the PvP meta. I loved that they made this decision, and that we’d have a chance to make/theorycraft a whole new meta again.
Along with the new profession balancing patch, came a buff to fresh air. The balance team purposely buffed fresh air, because they knew (if they understand how elementalist works, which contrary to “popular” belief I do think that they know their professions) that would make elementalist have 0 “viable” builds in PvP against all of the other professions, especially agains the new elite specializations.
Which brings us to the conclusion to this wall of text: the fire specialization nerfs have to be reverted. Outside of fresh air there is no other viable build. Elementalist has no viable condition builds, weak support builds when compared to other professions, no bunker builds, nothing.
Please analyse from a balance stand point what does the elementalist have right now. If we chose an offensive amulet (paladin/marauder for example), we’ll lack sustain because we’ve got no healing power to sustain our regen/healing signet. If we chose an amulet with healing power we’ll lack damage and we won’t be better than other professions supporting our allies. We have no reliable offensive condition build even with the “expertise” stat. Warhorn is in a weak spot in PvP at the moment, as we have to support our allies in melee range and with a slow casting offhand weapon we sacrifice our survivability a lot (it works fine in WvW and it’s great for PvE raids, but has no place in PvP).
If a profession is locked to stats to be viable, then there’s something wrong with the way it works. The only unique mechanic on this profession is Auras. Mesmer has clones/phantasms, Thief has stealth/mobility, Necromancer has condition application/boon corruption, Ranger has pets, etc. Elementalist could be redesigned to be based on auras, this would be a great way to start. A profession viability shouldn’t be tied to stats.
P.S.: I’ve been having fun with s/d and s/f fresh air (either with vanilla elementalist or tempest), and I can win a lot of fights. But against players that have 3000 hours invested in one profession like I do, it’s impossible to win with the elementalist’s current state in PvP. The only place where I can actually have a chance is in WvW where I can mix my stats and making it less weak. I’ve been in a couple of PvP matches where my teammates say we’re handicapped because I’m using elementalist: this is how far it has become bottom tier in PvP (but yeah, they are right to a certain extent).
Flipping your camps since 2014 :3
(edited by Dibaryon.7469)