Balancing isn’t easy, Ele’s need a lot of work, get ready to read
No matter what profession you choose to play, it’s easy to point out it’s flaws and imbalances. Personally, I’ve leveled, tPvP’ed, and WvW’ed my Warrior, Thief, Ele, and Guardian and only brushed over some of the other classes, so I have a good, but not complete understanding of how Elementalists are balanced within the game. I wanted to have a serious discussion, not a rant, so the community can, in a mature manner, express to ArenaNet what we think should be done.
This thread is specifically talking about Ele’s in WvW. I personally have no issues in PvE, or playing my burst ele in tPvP
Feel free to skip this, but let’s break down the core aspects of the Ele
-Low armor, low health pool (usually made up with potentialy great healing)
-Jack-of-all-trades (raw dps, condi, heals, aoe, condi-removal, movement, boons, CC )
-Potential for amazing burst, yet standard 30 water 30 arcane builds severely lack DPS
-One of the most if not the most predictable classes in-game. All of the attacks are well telegraphed and because they only wield one weapon, experienced players can deduce what’s coming next based on their attunement.
-Great support class (Staff has loads of great utility)
-Great bunker (massive condi. remov. and heals, but again, abyssmal dps)
I think that sums it up quite nicely, let’s get on with the program
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My biggest issue with Elementalists is how Anet chooses to balance the class. In my personal opinion, they seem to nerf what’s OP to ground instead of “balancing”.
Example
Because Ele’s have low armor and low health pools (lower than thief), they rely on other methods to survive. Primarily, movement, cantrips, and heals. A solid D/D Bunker Ele build is 0/10/0/30/30. I will say myself, for a good amount of time after launch, Ele’s were overpowered. They could take on several players and always reset the battle if need be. Now what did Anet do to “balance” them? RTL nerf. Lightning Flash nerf. Mist Form + Utilities (Primarily Ether Renewal) nerf, Cleansing Fire nerf.
They severely nerfed RTL, removed 2 stun-breakers, moving them to unviable skills, and nerfed one of the Ele’s main sources of healing and condi. removal. I don’t understand why Anet has to make drastic changes like these. Does a warrior’s bull’s charge have double the CD if they miss? Does the thief’s infiltrator’s arrow cost double the initiative if they don’t hit a target? Why did Anet make Ele’s have less escape than Thief when they have lower armor and lower health pools? Wouldn’t simply nerfing the heals be smarter? Surely it wasn’t because Ele’s could restart fights, because thieves have reset fights since launch. I would like, not to have the nerfs reverted, but simply dumbed down. Make RTL a static 30s CD, make Lightning Flash a stunbreaker and remove all damage. Revert Mistform to the way it was, or reduce the CD on it, etc. Anet severely nerfed an Ele’s bunker capabilities. If that’s the direction they wanted to go, why didn’t they buff it’s offensive capabilites? Some say fresh-air was an attempt at doing so. However, the only viable weapon set is S/D with some, if not all zerker gear, making the low armor, low health pool class, even squishier.
Now this isn’t a thread to bash Anet for the decisions they made. Again, balancing isn’t easy, but I just hate to see my favorite profession get nerfs like these.
They’ve done some good though, although people generally don’t like playing support, in WvW staff ele’s have great utility, combo fields, heals, etc. Static fields and two water fields can turn the tide of the battle. Again, I’d like to see a viable offensive staff build though.
Lastly, I want to talk about what I think is the biggest issue of them all. Traits
Anet stated themselves that they don’t want people to stay in one attunement. However, you’ll find yourself doing so autoattacking if you don’t put a minimum of 20 points in Arcane. Personally, I feel Anet needs to reduce the CD of Attunement Swaps. This would open up the tree and allow for more viable builds.
Second, I don’t think the trait tree should be split into attunements. It’s counter-intuitive to want to use all your skills, but only spec into one attunement. It would make more sense to have trees based on the role you wanted to fufill. Offensive tree, defensive tree, etc.
If you’re still reading this, my god you have a lot of free time, but these are my thoughts on the Ele. I could type on and on, but I think I made my point somewhere in that sea of words. Thoughts?
(edited by EchenSketch.9142)