Here are my thoughts on the elementalist class. Ill talk about our current traits, builds and weapon sets.
TRAITS:
Fire
Lava Tomb: Create a lava tomb when downed. —> Why do I want to improve my downed state? When theorycrafting you try to make a build to win, not aiming to die. Change this trait to “Create a lava tomb when you are low HP”
Burning fire: Cleansing fire, Conjured flame axe, signet of fire and conjure fiery greatsword inflict 3 seconds of burning —> Only viable if you play the listed utilities. Since no one does because they are extremely weak this trait should be replaced.
Ember’s might: 5% damage to burning foes —> it’s ok.
Spell slinger: Cantrips grant 3 stacks of might when used —> it’s ok
Burning precision: 30% chance to cause burning on critical hit —> There are so many ways to apply burning this trait is stupid. Either increase the % or make it “% to gain might on crit”
Internal fire: Deal 10% more damage while att to fire —> Im not sure if it does, but it should work with Lingering elements (attunement bonus lingers for 5 seconds)
Pyromancer’s alacrity: All your fire weapon skills recharge 20% faster —> ok.
Attunement should also recharge faster. What’s the purpose of less CD in 1 trait line if the attunement rotation doesn’t vary.
Conjurer: Conjured weapons have 10 more charges —> Totally crap. Make it a good conjured weapons trait and maybe we see someone play them. “Conjured weapons are instant to cast and give X boon”
Fire’s embrace: When you activate a signet you gain a fire shield —> Very good, but no one uses it because it’s too far in crappy line. If it was an adept trait or Written in stone wasn’t grandmaster it would open many possibilities.
One with fire: Flame barrier’s chance to burn goes up the longer you are attuned to fire —> Totally crap. We are elementalists, we dont stay in 1 attunement.
Persisting flames: Fire fields last 30% longer. —> Not worth being grandmaster. It’s just bad. This one should be removed or % increased.
Pyromancer’s Puissance: Each fire spell you cast grants might for 10 seconds. —> Again, we don’t want to sit into one attunement and we have better ways to build might. “increased might duration and +5% damage while under the effects of might” would be awesome.
Air
Zephyr’s boon: Auras grant fury and swiftness —> Very strong. Should be master instead of adept.
Zephyr’s focus: Your endurance regenerates faster while channeling skills —> Could be better, but its ok
Quick glyphs: 20% less cd on glyphs —> Ok
One with air: You move 5% faster every 10 seconds you are attuned to air —> we. dont. sit. in. one. attunement. Id delete this one.
Soothing Winds: 5% of your precision is converted into healing —> Meh. 5% is too low, if you want healing you spend points in water not in air. This one should be gone.
Bolt to the heart: Deal 20% more damage to foes with less than 33% HP —> Very good
Arcane lightning: Increase crit chance by 3% after using an arcane skill —> Not very good, when fury is so easy to access in this game
Inscription: Grant’s a boon associated with your attunement when casting a glyph —> Ok
Aeormancer’s alacrity: All your air weapon skills recharge 20% faster —> Attunement should also recharge faster. What’s the purpose of less CD in 1 trait line if the attunement rotation doesn’t vary.
Air training: Deal 10% more damage while attuned to air. Im not sure if it does, but it should work with Lingering elements (attunement bonus lingers for 5 seconds)
Tempest Defense: Surround yourself with a shocking aura when disabled. 90 seconds CD. —> Good concept but really bad implementation. 90 seconds CD being grandmaster trait? You must be kidding. I wouldn’t consider using this trait unless CD was around 30 seconds.
Grounded: Deal 20% damage to knocked down or stunned foes. —> “Your knockdowns and stuns last 50% longer” would be better. Your main combos dont have enough time to hit when the enemy is knocked down. This trait doesnt deserve the grandmaster spot.
(edited by Rerroll.9083)