First and foremost: I won’t give up of elementalist! It was once a really beautiful profession with so many potencials and possibilities that, unfortunately, they changed it and and did it badly. Some will argue that Guild Wars 1 and Guild Wars 2 are two different games, and to a certain extent I agree with it, but when I look back at Guild Wars 1 I see how it is better than Guild Wars 2 in many aspects, including build diversity. Please, bear with me. Just take your time to read everything I wrote. Everything here regards the core elementalist, because, like some people, I don’t like Tempest, not even in concept.
Okay, so I wanna touch many things regarding our profession that devs seem to ignore a lot, but I won’t develop any further analysis here. It doesn’t matter to me what ArenaNet will think about this post, I will keep posting until you guys get thing!
Let’s begin:
1) Scepter: this weapon is really weak and no matter how you guys decide to buff Shatterstone it won’t be a viable choice. The weapon itself has a lot of potential against single targets but need a few tunes up in most skills. SINCE the elementalist in Guild Wars 2 is a jerk jack-of-all-trades I don’t really think we should have a single weapon dedicated for damage, other for condition damage and so on. I think we should have multifaceted weapons that really channel the powers of the elements. I know that earth focus #4 and #5 are like, the most beloved skills right now, but we can do much better!
- Flamestrike: I like what you guys did to this autoattack, but the damage and condition damage don’t compensate for the channeling speed.
- Dragon Tooth: kitten skill, only useable in PvE and sometimes in WvW (except roaming). Nothing wrong with the damage or burning, but it’s the easiest skill to avoid.
- Phoenix: good skill for burst. I don’t have anything more to say.
- Ice Shards: medium damage besides being three projectiles, not good.
- Shatterstone: need to blow up faster.
- Water Trident: increase the regeneration and add a knock back to it (remember it back in Guild Wars 1?)
- Arc Lightning: good skill.
- Lightning Strike: could use a damage increase.
- Blinding Flash: 10 secs CD…really?
- Stone Shards: projectiles too avoidable. Could use an increase on their speed.
- Rock Barrier: cooldown too long and additional toughness will not suffice.
- Dust Devil: could use additional conditions, like slow or torment or confusion.
2) Dagger (main-hand/off-hand)
- Dragon’s Claw: very little damage and the most unacceptable fact about this skill is it being a projectile skill. Either add unblockable to it or change it completely.
- Drake’s Breath: good skill.
- Burning Speed: good skill but long cooldown.
- Ring of Fire: good skill but long cooldown. Could use other improvements as well.
- Fire Grab: unreliable skill based on how fast and safely you can cast it, but the damage is great.
- Vapor Blade: little but too little damage and those projectiles are slow. Better increase their velocity.
- Cone of Cold: little healing coupled with little damage and long cooldown.
- Frozen Burst: could increase the damage a bit.
- Frost Aura: frost aura reduces incoming damage by 10% and right now dagger elementalists, which are not that kitten healbot tempest, don’t have enough skills to brawl against scrappers. And the CD is hella long!
- Cleasing Wave: ONE CONDITION CLEANSE IN A 40SECS CD SKILL IS WAY TOO MUCH!
- Lightning Whip: man this skill hurts more than staff’s air AA and I do not accept this.
- Lightning Touch: why can’t this skill slow targets?
- Shocking Aura: good one.
- Ride The Lightning: just tell why you guys nerfed this beautiful thing? A skill that used to give important mobility, roughly taken away from its capabilities for the sake of what?
- Updraft: another good example of important skills gated by huge cooldowns
- Impale: damage way too low.
- Ring of Earth: long cooldown with little bleeding application (one stack…). 4 secs are enough and 3 stacks of bleeding would be nice.
- Magnetic Grasp: good skill.
- Earthquake: cooldown way too long.
- Churning Earht: cooldown way too long. Could apply Magnetic Aura while you’re channeling.