Having played an Elementalist since BWE #1, I find them to be one of my favorite professions. There is a feel and a handling to them that just feels good and enjoyable to play. While the feeling and enjoyment is there, I cannot shake the feeling that something is very wrong with them and it’s difficult to put my finger on it exactly. This is why I feel that there are so many conflicting reports of Elementalists being Underpowered and at the same time, Overpowered —- and it’s much more than just purely situational.
I’ve played ever class in this game, and while I still feel Elementalist is my favorite —- I just know they are not properly designed in the Traits department. This is the where the Elementalist is weakest of all, aside from a few other things. Having played hours and hours and hours of PVE, Structured PVP, and World vs World I now believe I have a solid idea on what is wrong with this profession.
Don’t Judge based on 1v1 Encounters
Note, that in a purely 1 versus 1 situation, there is a good chance that if I build my Elementalist on the tanky side, I’ll likely hold my own or come out as the victor. But that doesn’t mean anything, as 1v1 battles are rare in this game! Commonly counters are 2v1, 2v2, or 2+ on the battlefield. By trying to judge the strength of an Elemenatlist purely on 1v1 —- you’ll likely be misled every time.
For instance, I can defeat a single Warrior with ease if he doesn’t adjust mid-game by changing his weapons, tactics, and amulet in sPVP or change his gear in WvW. Most Warriors just 100 Blades after casting their Signet so I just look for the Signet and pop Invulnerability. But you see, that’s one shield for one move —- diversity doesn’t exist due to a lack of good synergy in Traits.
Several other classes have traits when compound upon one another nicely and have Grand Master traits which have a solid impact. Yet many of the choice skills that Elementalist does: Cantrips, Conjure Weapons, Auras, Glyphs, Signets, Arcane —- don’t have enough synergy.
Example, Conjure Weapons only have one Trait. One, and it only increases their charges.
Auras can compound with other traits, but some solid combinations feel just out of reach by 10 or 20 points. Not to mention, Auras feel better as a defensive trait yet they mostly have traits in Fire and Air —- which are largely offensive.
Cantrips have extremely high recharge time and are good for 1v1 combos. Their utility falls apart because they beyond being traited to have Might, Regeneration, Vigor, and the ability to remove Conditions —- their boons don’t last long enough and leave a lot to be desired.
You can’t mix Cantrips and Signets to produce an Aura / Cantrip combo build to stack with boons from attunement switching use of activated utility either. You try to do this and you’re lacking in what feels like should be a possible build.
Several Grand Master traits are subpar, such as “30% Longer Fire Fields.” Firefields do little in PVP and are easily avoidable, even with Ring of Fire as the biggest field.
I have several more examples, but I just feel that this is really where Elementalists are truly the weakest. There is just so many possibilities, but their arrangement is nothing like other great, high DPS classes like Thief who compound extremely well in their trait lines.