Randomness is a double-edged sword in most games. In some cases it can result in a frustrating experience, causing a player to feel as though they lost due to the game rather than due to their own play or the play by their opponents. On the other hand, randomness can also add a great deal of excitement; StarCraft would have been a lesser game if not for the uphill miss chance forcing strategic positioning, Magic: The Gathering would be lackluster without the occasional absurd starting hand or miraculous top deck, and Dungeons & Dragons would fall flat without the potential for the dice to shake up encounters in unforeseen ways. In these ways randomness is good, as it forces players to account for many possibilities and to position themselves so that they can take advantage of openings without being overly vulnerable to unexpected pitfalls.
Players in Guild Wars are well positioned to be able to benefit from some elements of randomness. The fact that positioning and timing matter more than in many other MMOs gives players significant ability to manage the downsides of randomness and capitalize on the upsides. The Elementalist in particular is a prime candidate for taking advantage of randomness, as it has access to more total skills than any other class. And within the Elementalist’s kit the Fire Attunement is a logical and flavorful place for randomness to be a significant part of the playstyle.
Fire is unpredictable. One doesn’t know whether it will be readily contained or if it will flare up and burn any who stand too close. That flavor is currently literally applied in Flame Barrier and in One With Fire, both of which literally burn enemies who are standing nearby. However, neither trait is interesting, as the effect is both weak enough to not be worth playing around and uninteractive enough that there aren’t really any ways to play that could take advantage of it. Your weapons and your opponents weapons will dictate whether you are within melee range or not, those traits simply won’t factor in to how you play at all. Burning Precision the other RNG fire trait, and it similarly fails to change how either you or your opponent plays. I doubt that anyone has ever won a fight and thought that burning procs off of the trait changed the outcome.
So, my proposal, which is admittedly both difficult to implement and to balance, is this: make the Fire Attunement actually unpredictable. I’m talking significant changes. Makes Pyromancer’s Alacrity a Grandmaster trait and change it’s effect to “When you burn an opponent you have a 15% chance to refresh the cooldown on a Fire skill.” This gives incentive to stay in Fire Attunement by providing a way around our long cooldowns, and notably it actually rewards an Elementalist for favoring an attunement. As it stands now only Fresh Air breaks the generalist mold, and the Ele isn’t going to be able to have more build variety until it has more playstyle variety open to it. Instead of having a flat cooldown on Burning Fire, give it a chance to proc on any new condition applied, or redesign it so that you have a chance on condition application / when you apply burning / per condition tick to convert some number of conditions to fury. A 10% chance to remove 2 conditions and add 5 seconds of fury per removed condition would be really in flavor, and would reward good play by your opponent by letting them weigh the benefit of new conditions they might add versus the conditions already applied. It also would be a hopefully more viable alternative to Water traits for condition removal. Obviously these aren’t balanced as written, they would definitely need to be modified, but the intent I hope is clear: traits that are unpredictable in ways that impact how the game is played.