TBH, I love playing an ele. It’s fun, it’s dynamic, you alter your playstyle vs the type of enemy you face, etc, etc. I do believe however, there are several issues of significance that should be addressed to allow eles to stay on a level playing field with other professions. I apologize that I do not have suggestions for each of these, but I do know that people much smarter than I are certain to come up with some.
1. Elite skills – Greatsword is rarely ever used, for the reason that regular weapons put out more damage while allowing attunement swaps, and that the GS #2 is the only real reason to use it. Elementals are incredibly easy to kill (2-3 hits) while not really contributing much to a fight, even without line of sight issues. Tornados can be easily immobilized or stability stripped (making them useless), or killed without great effort.
2. Downed state – We are a free down. In an ideal world where the enemy was a long way off and killed you, this would be a great skill. However, the game is not designed that way. You capture and hold points, you fight over NPCs, all within melee range of your enemies. This doesn’t even include the fact that many professions are melee, and many ele builds require melee range for several important skills. Being a free stomp destroys the whole goal of having a downed state, which, I’m assuming, is not your intention. Please give us a functional #2.
3. Earth/Conditions – Condition builds typically rely on applying a large number of conditions and being able to take hits while the other person bleeds/burns to death. The issue with this for eles is two-fold. First, the traits in earth are far behind when you look at the other trait lines, especially XI and XII when you realize that the earth line provides condition damage. Second, the survivability of eles (light armor) is too low to be able to pull off a condition build, as they cannot keep themselves alive long enough to let the other person bleed out, even without considering the opponent’s condition removal skills. It seems like there is a design for an ele condition-type build (due to the traits), but it just isn’t working. :-/
4. Conjured weapons – I love the design of the individual weapons. They each have something they focus on and do well. The problem arises when you lock an ele into using ONLY that conjured weapon, locking them out of ALL other attunements. Then the weapon must stand alone and be good enough to throw away your other attunements for, and they simply are not worth doing that for. One suggestion would be to have the conjured weapon override the bar of the corresponding attunement for the duration of the conjure (or until dropped), while allowing the elementalist to still swap into his other attunements freely. As it stands, conjured weapons are not being used and PVP elementalists are down 4 utility skills from every other profession because of it.
(edited by Slithan.4380)