This is an attempt to bring all traits, weapons and utility skills into consideration when forming a build for the elementalist in SPvP.
The current stats of a skill/trait will be listed, followed by an explanation of why I feel the trait/skill is lacking
WEAPON SKILLS
CHURNING EARTH-
Cast time: 3.25 seconds
Base damage: 1,092
Condition: Bleed, 8 stacks/8s base duration
Radius: 360
Combo Finisher: Blast
Recast: 30s
(I believe the skill should either be changed to have the option to be detonated between 1 and 3.25 seconds(Damage scales accordingly) or the skill should be completely replaced with a defensive ability. When your are spotted casting this ability, its far too easy to escape the blast by either walking out of its distance or dodging the blast, it also provides a good chunk of time to freely beat on the elementalist. A good player who notices this skill being cast will not get hit by the blast)
MAGNETIC GRASP- Immobilize your Foe, following up with magnetic leap.
Range: 900
Cast time: .5s
Damage: 34
Conditions: Immobilize 2s
Recast: 12s
(The projectile from this skill seems to miss more often than it probably should, this is only a minor problem though)
MAGNETIC LEAP: Pull your self to your foe whom is magnetically grasped and perform a magnetic leap.
damage: 101
Combo finisher: Leap
Range: 900
(The leap takes slightly too long imo, it also will occasionally bug out and send you in a different direction than your foe whom you have targeted. The damage also seems a tad low(Less damage than an auto attack). Perhaps the skill could get a fix, provide a faster leap forward and maybe apply a condition? Torment perhaps?)
IMPALE- Spear your foes with a stone spike
Damage: 168
Cast time: .75s
Bleeding: 1 stack/8 seconds duration
Range: 300
(This skill has some potential but for a good majority of the time there is little to no reason to use this ability, it would be nice if the range was slightly increased so it could be better used for kiting purposes)
VAPOR BLADE- Cast a Vapor Blade that inflicts vulnerability and returns to you.
Cast time: .5s
Damage: 111
Range: 600
Condition: Vulnerability/6s duration
(This skill does next to no damage, and the vulnerability stacking potential from this ability doesn’t even out the loss in potential damage sustain, it would be nice if this skills range was slightly boosted and the projectile speed was increased enough so that a dodge/block would be mandatory if you wished to evade this skill, opposed to strafing, the main hand dagger weapon could then have a way of sustaining minor dps when VSing an opponent who kites)
ICE SPIKE -
Cast time: 1s
Damage: 554
Condition: Vulnerability (5 stacks)
Radius: 240
Recast:4s
Range:1200
(This skill takes 1 second to cast and then it takes ~2.25seconds to land, after the ice spike has been cast it should either take no more than .75 seconds before it lands or have no telegraph indicating it was casted. If this change has been made then the Ice spike animation should also be slightly moved closer to the ground so people can have a better indication of it being casted.)
FlAME WALL-
Damage:49
Condition: Burning 1s
Duration: 8s
Range:900
Combo field: Fire
Cast time: .75s
(Flame wall is a skill which is very notorious for being quite ineffective. Other than to use as a blast finisher, this skill provides very little return sinces its quite easy to avoid, regardless of this when you do get hit by this skill it does very little. My advice is to change the fire wall into a fire pit, making it sort of like the warriors adrenaline skill(Combustive Shot) with the long bow.)
FIRE SHIELD- Envelope your self in a Fire shield
Condition: Burning 1s (pet hit you take)
Boon: 1 Might stack (per hit you take) (ICD 1s per attacker)
Duration: 5s
Recast:40s
Changes: For what this skill does, 40seconds is much too long of a cooldown, I advise increasing the duration to
~7 seconds and lowering reuse timer to ~20s.
DRAGON’S TOOTH:
Cast time: 1s
Damage:756
condition: Burning (3s)
Radius: 180
Combo finisher: Blast
Range: 900
(This skill takes far to long to land once its summoned in the air. My suggestion is to remove the telegraph indicator and allow the skill to be summoned at a specific location with the assistance of a ground targeted telegraph. Make the dragon tooth float much higher in the air so the opponent must look up if they want to see the location it lingers in.)
(edited by Grimreaper.5370)