Hello everyone,
here are a few ideas which I think might improve the elementalist gameplay a lot. While looking for combos to use on my elementalist I found this wiki page:
http://wiki.guildwars2.com/wiki/Table_of_elementalist_combo_skills
Here are some thoughts that came to my mind:
- Trident and utility combos look fine. There are a lot of different combos you can use to your advantage. => no need to improve here.
- Staff adds a lot of combo fields. => no need to improve here.
- Staff only has combo finishers in the earth attunement. => less finishers in earth, more in other attunements.
- Scepter has no combo fields. => add 1 or 2 different combo fields (not fire since we already have a lot of fire combo fields).
- Dagger and focus only have fire combo fields. => switch 1 to another combo field (I am not sure here since fire is most likely the most powerful due to the might stacking)
- Dagger, scepter and focus finishers are mainly earth or fire. => less earth and fire finishers, more air and water finishers.
Besides that I would also take a look at the traits. Most useful traits are either in arcana or water (that’s why x-x-x-30-30 is so popular). I feel like some of the stronger traits should be in fire, air or earth (there are already good ones but in total I still think arcana and water offer more). The community would have to think about new ways to play an elementalist effectively without just using the standard build.
Another topic which came to my mind are the conjured weapons. There are 2 reasons why most people are not using them (in my opinion):
- There is only 1 trait for conjured weapons which means there is no good way to improve them.
- Even if you could improve them there are still charges you have to worry about. This means you can only use the conjured weapons for a very limited time. => no reason to use traits for improvement since you can’t use them all the time anyway.
Here are the 2 obvious solutions for this problem:
- Add more traits which focus on conjured weapons. I feel like the basic +% damage, % recharge rate, etc. would be enough.
- Remove the charges. There is absolutely no reason to keep them. If the conjured weapons would be to powerful without charges just balance them. This would add a lot to the elementalist gameplay since you can switch from melee range (D/D) to longe range (frost bow) or from long range (staff) to melee range (lightning hammer) like any other profession. Even more defensive builds (earth shield) would be possible.
The last topic I want to talk about are the bugs. They need to be fixed. This would make some traits useful just due to the fact that they finally do what they are supposed to do. There are some major bugs like attacking environmental objects with several skills or the audio problems for asuras (this is a major bug, believe it or not) and minor bugs like wrong tooltips. The focus should be on the major bugs since they influence the general gameplay instead of minor things.
Besides that the elementalist and engineer have more bugs than any other profession (just by looking at the bug threads in the different profession forums) so they definitely deserve some more attention.
A list with elementalist bugs:
Thanks for reading so far.
If you have more ideas or want to improve this thread feel free to comment. Have a nice day.