Is it just me, or does it feel like stat itemization and weapon/attunement themes feel really off? I feel like the only really defining trait of weapons is the range they have, whereas attunements dictate the type of damage or control it comes in.
I understand that classes in GW2 are more or less generalist; you might gear and spec for DPS, but you still shift into other roles once in awhile to toss out buffs, off-tank for 2-seconds so your main tank can heal or something, etc. The problem is that it’s really tough for Elementalists to “specialize” since our weapons have a very loose theme, while our attunements are pretty strict when it comes to them. Traits don’t help, either, and seem to want to shoehorn you into an element, rather than a playstyle, but I’m really more or less talking about weapons and attunements, here.
Regardless, let’s break down the elements across all weapon types:
Fire – heavy damage and burns
Water – supportive/healing
Air – “harder” CCs, utility, damage…?
Earth – survivability and bleeding
The problem I have with this is the fact that because each weapon is affected by each attunement, there really isn’t much flavor to them. It’s hard to choose a stat type to align with your ideal playstyle because the Attunements are all over the place. An Elementalist stacking Condition Damage with Scepter/Dagger seems to be really losing out compared to other classes (off the top of my head, Shortbow on Rangers) because Fire and Earth benefit from Condition Damage, but Water and Air do not. (In my own personal opinion, Air is one of the more useless attunements on a Scepter, but using a Dagger in the OH helps balance things out.) Power is always a good choice for a DPSer, but does it really benefit, say, Staff Water abilities that much? From what I’ve read on this forum and personal experience, Staff is definitely the way to go in dungeons, but in a situation where a DPS Elementalist just needs to focus on dealing damage (health pools are looking good, don’t need to worry about slows or chills), can you justify switching into Water?
There are also other things that you really can’t itemize for, too, because they’re just static by nature. Staff is a good one for this because there is nothing that really benefits combo fields as a whole. You can increase boon duration to make your Might or Regen last longer (through traits and runes/sigils only), but you can’t really itemize a support Staff other than Healing Power (which only benefits water) and survivability stats (which only benefits the players, rather than the skills themselves). There’s no way you can really make combo fields as a mechanic better without changing a whole bunch of other things. Increasing field size has too many other variables to consider (which ones deal damage, which ones have an effect that trigger only on the edges, etc.) and increasing duration is iffy because of zoning issues. There are also no stats that modify cooldowns, which is predominantly the limiting factor of Support Staff, but it would be universally overpowered if a cooldown reduction stat existed on gear for pretty much every class.