I’ve been mulling this over for some time, trying to figure out why ANet has such a tough time balancing the Elementalist, and I think I have the answer, along with the solution.
The problem lies in the attunement design, and how it affects the power of the Ele’s skills. With 20 skills per weapon set, by design all the skills will be less powerful than other professions, either in output, length of cooldown, or both. This means that the player has to work twice as hard to get the same effect (i.e. two skill activations for every other professions’ single skill), and requires the player to play the profession to the hilt to receive just the baseline, casual result of other professions.
In addition, the Ele’s survival mechanics have always centered around a plethora of boons, and healing sustainability, which all keep getting nerfed, in addition to mobility nerfs due to ANet arbitrarily wanting Thieves to be the most mobile class.
So how to fix this? The solution is rather simple, and elegant IMHO. And it deals directly with attunements and weapon skills.
First, you remove the attunement cooldown completely, allowing Eles to switch attunements at will.
Second, and this is the more difficult part, completely alter the way skills work by attunement. In my “vision”, this is how attunements should function:
Fire – all skills AoE, Burning here and a mobility skill
Air – all skills single target, Blind and Vulnerability here, and a mobility skill (or two)
Water – the kiting/CC/healing attunement, NO skills deal any direct damage, skills apply Chilled in significant amounts along with some Knockdown (people slipping on the ice). Auto-attack only applies Chill, along with some healing effect to allies
Earth – NO skills deal any direct damage, instead focus on massive amounts of condition damage, Bleeding, Crippled, Immobilized, and Weakness would all be applied in varying amounts, along with control effects like Launch, Knockback and Daze
As an example, a Power Ele player would stay in Fire while nuking groups, switch to Water to kite when they advance, then to Air when only one or two targets remain. A Condi Ele would stay primarily in Earth, while dipping into Fire for Burning and Air for Vulnerability, similarly switching to Water for kiting and healing if their CCs in Earth are on cooldown.
Third, the weapon sets then determine what ranges the attunements operate at, and in the case of Focus, solely defensive skills. Dagger would be melee/brawling range, Scepter mid-range dueling, and Staff long range nuking.
What this would result in is Water and Earth skills becoming the core of the Ele’s defense (in lieu of a mechanic like Stealth, Clones or Death Shroud) rather than boons/healing which continually get nerfed anyway due to their interaction with things like the Celestial Amulet.
It would make the Ele less predictable and prone to “rotations”, damage output could more easily be manipulated by ANet to keep balance, and it would remove the problem of the Ele needing to be nerfed all the time because the D/D attunement dancer (necessary for damage) would no longer determine the damage output and survivability of the profession as a whole. So healing or boon nerfs and skill coefficient adjustments on account of D/D PvP builds would no longer eviscerate Staff and Scepter builds.
It just never made sense to me that the Ele would have 20 skills, but all of them basically being designed to accomplish what other professions with 10 skills could do. By separating skill purpose by attunement, the Ele then really does become the nuker as described, while relying on player skill to stay alive via the defensive attunements.