The Elementalist is a great and fun class to play, we have more options mid-combat than most other classes. Elementalist was the first ever class I played and leveling was a blast. It wasn’t till I approached max level that I learned that even though we have many options, most of them are far below that of other classes.
I fully support the player’s right to play however they wish, but not many of us enjoy changing atunement to keep up. If someone wants to limit themselves to just one atunement then all the power to them, likewise if someone else likes dancing atunements then power to them too.
Perks
Fire
*Novice 5: Sunspot – moved from 15 to 5.
*Notice 10: Flame Barrier – currently is the novice 5, but I can almost guarantee that no elementalist WANTS to be hit, thus being forced to have it is a waste. Is still an option to those who do.
*Master 15: Burning Rage – currently grandmaster 25.
*Master 20: as is.
*Grandmaster 25: (new)Firepower – 5% of your power is converted to condition damage. For fire eles, especially staff, power and condition damage should feel more together. Logically does it make sense for a super strong ball of fire to “not” burn you pretty bad?
*Grandmaster 30: as is.
The fire tree is probably one of the more underwhelming trees the ele has. Most eles either never dare put more than 15 in it unless they go glass cannon, and even if they do there is simply better alternatives.
Air
*Novice 5: Zephyr’s Speed – same name, but instead of movement speed grant 10% faster endurance regen while in air atunement. Nobody needs the movement speed, getting perma-swiftness is already easy enough while in air.
*Novice 10: as is.
*Master 15: Power Charged – attacks in air atunement have a 5% chance to strike the target hit with a bolt of lightning. Would do the same amount of damage the current master 15 does.
*Master 20: Electric Discharge – current master 15, players should still be able to fight by atunement dancing if they so wish.
*Grandmaster 25: as is.
*Grandmaster 30: as is.
The air tree is fairly underwhelming until higher levels, and usually taken as an alternate tree. By changing the master 15 into an on-hit effect instead of on-atunement players wont feel like leaving air atunement should be a must. Air atunement is one of my favorite, simply because I like being a ‘lightning mage.’
Water
*Novice 5: as is.
*Novice 10: as is
*Master 15: Stop Drop and Roll – current master 20 VII, cures burning and chilled on dodge roll. Should be nerfed down into a 20 second cooldown.
*Master 20: Healing Ripple – current master 15.
*Grandmaster 25: as is.
*Grandmaster 30: (new)Hoarfrost – 30% chance on critical to inflict 2 seconds of chill, 5 second cooldown.
People primarily see water as a pure support tree, as a player who uses water offensively I disprove of that. Water has decent dps if you do it right, and great support if you go support, you should be able to choose. ‘Frost wizards’ unite!
Earth
Pretty darn good as is, one of the strongest damage builds for the tankiness you get that the ele can roll.
Arcane
Also pretty good as is. Most ele builds I see people use go at least 20 into it. My only idea is to change the atunement CDR you get per level to 1.5% per level, for 45% at 30. Would allow those atunement dancers to dance 1-2 seconds faster. Makes up for having to chose the dancing perks.
Weapon part here
(edited by Zaviel.1245)