I was reading the changes and at first I had the feeling we are getting boosted but as I continued with Earth, Water and Arcana line I was getting the feeling that most of the changes were nerfing instead of boosting and many traits make little of a sence or reason to use them.
Then I said to my self “ok lets check other classes, maybe everyone is like that” and this realy made me furious! OMG for Ranger, Engineer and Mesmer! But I won’t focus on them here, I just want to point out the huge Elementalist errors. And I promise to be fair, there were things that I was happy to see or changes that obviously should happen like the trait Ferocious Winds or Elemental Attument as Minor.
Specific trait ERRORS:
Conjurer : A fire aura on conjured?! What auras have to do with conjured… when you use a conjured you lack mostly your elemental identity, unless you go Arcana line for Elemental Attument and Evasive Arcana, you have no access to your elements, you are really vulnerable.
Example on how this trait could work:
Depending on the element you are attuned, holding a conjured weapon gives you toughness on earth, power on fire, precision on air, vitality on water (you figure the numbers). Conjured weapons have 10 more charges.
Stone Flesh: Earth line, in my opinion, is the weakest and most useless of all, after the changes. I believe Stone Flesh (+150 toughness) should be passive at any attument and not only while on earth. So a more defensive build could be possible.
Geomancer’s Defense: Good, interesting trait but 360 range?! This is too low, that means if you want to receive less damage you have to breathe on your enemy, how is this defensive? 500 range would make more sense…
Rock Solid: Only to nearby allies? Anyways still, this trait has very low duration giving no reason of using it.
Diamond Skin: Who is ever above 90% while in battle?! Good trait but not for a Grand master… If it was on above 80% or at least 85% could make it more useful.
Soothing Mist: This is already too weak and it gets even weaker by reducing it’s range. I don’t get why this change, most classes get healing boosted elementalist noooooo.
Aquatic Benevolence: I understand the nerf to 15% healing boost since it is a Minor now, but only for the allies?
Piercing Shards: Who deals damage while on water? Skills that deal damage are too few or too weak.
This trait would make sense as: Your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer (at any attument!).
Stop, Drop, and Roll: Nah… so many other better ways to clean those conditions. This is a wasted slot. We lost Stone Splinters, an interesting trait in my opinion, maybe this could fit here?
Soothing Power: Wait what?! Why someone will pick that Grand Master trait, just to boost an already weak skill… This could get better by adding the Soothing wave gain regeneration on critical hits), that got erased, to it.
Or replace it with Shard of Ice (Arcane or Signets cause vulnerability), while adding something extra to that trait like application of weakness as well. Shard of Ice is needed anyways, else what is the point of Piercing Shards, we don’t have enough vulnerability application without it.
Bountiful Power: Grand Master really? Who would pick that over Evasive Arcana or Elemental Surge? Lets say you have 5 boons on you (rarely you ’ll have more) then you deal 10% more damage, with classes that strip you this trait is useless… so weak! This trait could get better with an addition of boons last 10-15% longer. But again who will pick this?!
Overall ERRORS:
Where is Blasting Staff? (other weapon traits are missing as well but no one will really miss them…)
Where is Linger Elements?
Where is Stone Splinters?
Glyphs and Signets still weak and useless!
Cantrips get bit stronger, Fresh Air gets bit better and Auras are the new trend. Still too few viable options. So, I am in general disappointed…
(edited by Jaetara.4075)