I quote here, mainly to bring awareness of the other thread. Anet is keeping tabs on the other thread. there have been many great ideas, such as an Elementalist Elite Spec version of the GW1 Dervish. Many other ELe ideas have made it there as well, such as Spellweaver from an earlier Ele thread.
Please look at the other thread and offer suggestions while the devs have it bookmarked.
Elementalist: The Summoner
NEW CLASS MECHANIC
F5 skill summons a Djinn from Elona.
when the summoner changes attunements, the Djinn changes form, (such as flame Djinn, Frost Djinn, etc)
when the Djinn is summoned, F5 becomes, another skill to detonate the Djinn. when the Djinn detonates, it causes a large explosion (600 radius?) to do damage that also causes an elemental control effect (based on attunement) such as fire: smoke field; air, knockback; earth, blind; water, freeze foes around the djinn for 1 second or 2 (like Shiro’s Jade Wind skill for rev) edit: detonating the djinn puts the F5 skill on cooldown.
the Djinn’s skills change based on which attuenement the elementalist summoner is in.
there would be a trait, to proc master minor traits on the Djinn (such as sunspot) on attunement swap.
UTILITY SKILL CATEGORY: SUMMONs
~Tidal Wave: summon a large tidal wave that knocks back foes as it hits them. after the initial wave crashes, it returns from where it came, pulling foes back about half the distance they were knocked back. (this simulates a large wave crashing on shore and then returning to the sea, keeping the enemy out of balance, who is in the tide)
~Summon Rodgort (elite) : call for Rodgort’s aide. when the dragon initially lands, it knocksdown foes, then the skill changes to a secondary skill to cause Rodgort to breath fire on the area to create a fire field that damages foes. Rodgort will remain until he dies. (like a flesh golem)
~ Forgotten Relics: summon 4 large boulders (could be broken ancient rubble from Forgotten Statues, maybe pieces from the ancient statue in the Crystal Desert, that though crumbled, still appears to be whole and standing from a distance)… these 4 “boulders” would circle the elementalist summoner for up to 30 seconds. if they block an attack, they explode. if they hit a foe, they explode for small damage and stun the foe for 1/2 second. once they are summoned, the skill changes to allow the elementalist summoner to launch the boulders at their target, up to 900 range.
~ Fountain of Youth (heal): summons a water field that heals allies and removes their conditions. also poisons foes for 10 seconds.
~ Searing Cauldron: summon a searing cauldron that will periodically cause a local searing event. (think: an area-denial turret that can be destroyed)
~ Aziure’s Mark: you mark your target, who is then attacked by several summoned minor air elementals for a short time
WEAPON
i have NOT come up with any weapon theme that i like too much, but i was thinking maybe a mace mainhand. (keep in mind the potential damage from the Djinn and Rodgort)
air autoattack would swing the mace, and the shockwave would hit targets up to 600 range.
air 2: vulnerability stacker
air 3: summon a mini black whole (think Legendary Diarmid in Dragon’s Stand) that sucks foes into it for a second or two.earth autoattack chain would be melee cleave, damage—> bleeding—-> weakness
earth 2 would be a block
earth 3 would be a small knockback + blind. (spin around, knocking back your foes, then slam your mace to the ground, creating a dust cloud that blinds your foes.fire autoattack : 900 range: cause your target/s (small, 300 AoE) to burn. if your target is already burning, do bonus damage to targets within the AoE (edit: think: Searing Flames elite skill from Gw1)
fire 2: mark of rodgort: (this would be similiar to revenenat hammer 2, but spread burning) 900 range
fire 3: supernova: 900 range: summon a supernova at target’s location, 1 second delayed explosion (300 AoE), shockwave causes 3 stacks burning (600 AoE)water autoattack: melee cleave: damage—-> chill—-> AoE heal
water 2: 600 range: throw 6 ice shards at your foe in rapid succession,
water 3: create an ice shield to block up to 3 attacks… detonate early to blind nearby foes.TRAITS:
minors:
adept: gain F5 to summon and detonate Djinns
master: blind nearby foes when summoning or detonating a djinn (AoE centered on self AND on djinn)
grandmaster: pressing f5 is also a stun break, +10% damage against blind foesAdept traits:
~ when you strike a blinded foe, gain 10 endurance
~ when you summon or detonate a Djinn, remove a condition
~ apply burning whenever you strike a foe with a condition (10 second cooldown)Master traits:
~ gain regen and protection whenever you summon or detonate a Djinn
~ minor master traits also proc off your Djinn (like sunspot)
~ summoning or detonating a djinn will also detonate auras for damageGM traits:
~ gain might and fury whenever you use a summon skill (f5 and any skill saying “summon” in the description, including the new utility skill category, glyphs, and some mace skills)
~ Djinn will detonate twice when detonated
~ summoning or detonating a Djinn will grant quickness to allies