First time posting here, but I have been playing since BWE1 on an Elementalist. I do not claim to be an expert but feel that I do have some good ideas for the profession that I love. As many here have pointed out, a lot of Elementalist traits are either subpar or counter intuitive with the classes’ mechanic of attunement switching by only giving incentive while in specific attunements but having skills being balanced around accessibility to all the attunements. Also, the supposed damage lines of fire and air are lacking. As many have said, “I’d like some cannon with my glass.” Since we have the lowest armor and health of all professions, we are not compensated well when trying to go glass cannon. I do not think that an increase in weapon skill damage would be good since it would also increase the damage of tanky specs, instead modifying traits in lines that are not normally considered part of survivability would offer the cost/benefit needed to balance an increase in damage. This balance would be achieved since a person would need to give up spending points in other lines and not get traits from them to get the benefits from the Fire line. I will only be focusing on the Fire line at this time but will do the other lines at a later time.
Fire Magic
Minor traits
Adept – Flame Barrier – Move it to Grandmaster change it to “You have a 25% chance to cause burning whenever a foe attacks you, add an additional 25% chance to cause burning while attuned to fire”
Master- Sunspot – Move to Adept tier
Grandmaster – Burning Rage – Move to Master tier change to “Increase area of Sunspot to 360 and inflict burning”
Major traits
Adept – Lava Tomb – add Take 50% less damage from falling
Adept – Burning Fire – Keep the same
Adept – Ember’s Might – Move to Master tier change to “Deal 5% extra damage to burning foes, deal an additional 15% extra damage while attuned to fire”
Adept – Spell Slinger – Keep the same
Adept – Burning Precision – Keep the same
Adept – Internal Fire – Change to “Deal 5% more damage, deal an additional 5% more damage while attuned to fire”
Master – Pyromancer’s Alacrity – Change to “All your weapon skills recharge 10% faster, your weapon skills recharge an additional 10% faster if you are attuned to fire”
Master – Conjurer – Change to “Conjured weapons recharge 20% faster and have 20% increase to stats”
Master – Fire’s Embrace – Keep the same
Master – One with Fire – Move to Adept tier, change to “You recover from burning 50% faster “
Grandmaster – Persisting Flames – Change to “Fire Fields last 25% longer and you do 5% more damage to burning foes, add an additional 20% damage to burning foes if attuned to fire”
Grandmaster – Pyromancer’s Puissance – change to “Add quickness and 2 might for 2 seconds when you cast a weapon spell while attuned to fire”
An example of the new traits would be if someone went 30 into fire and chose Internal Fire, Ember’s Might, and Persisting Flames. Current traits would give you 20% extra damage to a burning foe while attuned to fire and 10% when not attuned. With the changes to the traits this would change to 55% extra damage while attuned to fire and 15% when not attuned. Only an increase of 5% when not attuned to fire and an increase of 35% when attuned. This is increase is almost half the amount of the damage decrease that elementalist saw during the BWE, but that was a decrease in skill damage which at that time you could still trait yourself to be survivable and still do more damage. By making the damage increase come from the traits and the larger increase coming the more you spec into the line, this balances out with not having as many points to put into the other lines for more survivability/versatility.
Any thoughts, feelings, or suggestions are appreciated.