So a month or so ago I started working on an ele trait revamp of my own, what I think needs to happen for the elementalist to finally have some build diversity. And I finally have it polished enough that I’m willing to show it, any feedback is welcome.
Since the release of GW2 the elementalist has consistently been in at or near the worst state of build diversity of all the games professions, regardless of its place in the meta or the leaderboards. Quickly after launch a single build developed, the water arcane bunker build, and oddly enough, pretty much nothing else. And since that time the elementalist has rarely seen anything but constant buffs, nerfs, and slight variations on that one build. This is due to multiple factors found in both the mechanics and the theme of the elementalist.
Low defensive baseline
This is not inherently a problem, after all with a full range of defensive stat combinations somebody was bound to get a combination of the lowest armor and health. However, this has become more problematic for the elementalist than it would have been for any other class, because the elementalists’ class mechanic has no inherent defense whatsoever. The guardian and thief, the two other classes with the lowest base health, have inherent defense in their class mechanic, as well as higher tiers of armor. Similarly, the other two low armor classes, the necromancer and mesmer, have more health and inherent defense in their class mechanics, clones and deathshroud. These all work to establish a similar defensive baseline between the other seven (soon to be eight) classes that places them in an area where they can be balanced against each other.
Without any inherent defense, the elementalist on the other hand has no choice but to seek out active defense in its traits and skills and supplement them with appropriate stat scaling. But why is that an issue? It isn’t, unless you want any build diversity, and for that to happen there have to be a sufficient amount of choices for the elementalist to defend itself with. But giving those choices causes multiple problems in the elementalists overall build scheme.
- First problem, the ability to stack active defense. Given a great deal of defensive options, nothing is there to stop the elementalist from ‘overdosing’ on those defensive options. And with the emphasis GW2 puts on active chosen defense over passive innate defense, it becomes an enormous balance issue.
- Second problem, much of the defense available to the elementalist is inherent, or even locked, in to a certain element or gameplay situation. While offense is only obtained through use of skill combinations which cross elements and take advantage of attunement ‘cycling’ attack patterns. Using most of the elementalists available offense, locks you out of nearly all available defensive responses. So the only choice is to use defense which either benefits from or works regardless of frequent attunement swapping, or to only rely on one element for offense, a playstyle the class mechanic just can’t abide by.
Both of these problems intermingle to create a state where the elementalist is rewarded for building attunement-centric defense over any other option, narrowing build choice down to an incredibly small amount of traits and utilities. Even if better traits were to reward players with more powerful but less attunement-swapping-centric options, those would still come at the cost of all offense, not an option for a class with no innate defense. Look at the current Stone Heart trait as an example. We have a trait which literally makes us completely immune to the games highest power steroid and condition proc, being critical hits, numberwise it is the most powerful defensive trait in the game. And yet hardly anyone uses it, because it is tied to a single attunement, and even a defensive advantage that massive is not worth the offensive disadvantage of staying in one attunement for a significant amount of time.
(edited by Conncept.7638)