I love that the elementalist has so many options due to attunement flipping, but what I don’t love is starting new elementalist characters. Compared to other professions, we have to unlock way more weapon skills.
Let’s compare the elementalist to the warrior.
The warrior has 40 weapon skills to unlock. 32 of those are terrestrial skills, and you’re guaranteed to unlock one in the tutorial. That means we can whittle the terrestrial warrior weapon skill list to 31 unlocks.
The elementalist on the other hand has 64 weapon skills to unlock. 48 of those are terrestrial skills, and you’re likely to unlock one in the tutorial. That means we can whittle the terrestrial elementalist weapon skill list to 47 unlocks.
I haven’t actually sat down to count out kills but I believe it takes ~40 kills to fully unlock a weapon. The second slot takes ~3, the third ~5, the fourth ~12 and the fifth ~20. For the sake of comparison I’ll be using these numbers for this topic, so keep in mind that I am aware that they may not be accurate.
Let’s assume that each kill takes on average 14 seconds, including travel time, any time spent dodging or healing, etc. This number may not be accurate, but for the sake of a sterile model it is what I’ll be using in this topic.
The warrior must unlock 31 terrestrial weapon skills. Each terrestrial weapon requires the following number of kills to complete:
Greatsword – 40
Hammer – 40
Longbow – 40
Rifle – 40
Axe (main) – 8
Mace (main) – 8
Sword (main) – 8
Axe (off) – 32
Mace (off) – 32
Sword (off) – 32
Shield – 32
Warhorn – 32
At our static average of 14 seconds per kill, it will take our warrior 4,816 seconds to grind out her skills. That’s 80 minutes of time spent only grinding skills.
Now let’s look at the Elementalist, who must unlock more skills with less weapons. The elementalist must unlock 47 terrestrial weapon skills. Each weapon requires the following number of kills to complete:
Staff – 160
Scepter – 32
Dagger (main) – 32
Dagger (off) – 128
Focus – 128
At our static average of 14 seconds per kill, it will take our elementalist 6,720 seconds to unlock his terrestrial weapon skills. That’s 112 minutes of only grinding out weapons — 32 more than the warrior. While it’s less expensive/time consuming to get his hands on his weapons, the elementalist is still limited by his level-based attunement locks (Air at 3, Earth at 6). He simply will not unlock all of his skills before level 6, which is a luxury the warrior has.
My suggestion is to reduce the number of kills the elementalist requires for skill unlocks by 25%. This will mean the elementalist will still need the most kills (at 360) but will be much closer to the second-highest skill profession (warrior at 344). The other option would be to make unlocking slot 2 in any given attunement unlock that slot for all attunements on the weapon, and to meanwhile triple the kill requirements per skill. That method would change the required kills to 360 too, which again is in the same ballpark.
I specifically chose the warrior as the example profession because the warrior likewise has a very rough time unlocking everything. For the elementalist to (in practice) take almost twice as long to set up is a joke. The warrior is only really required to pick a main/offhand and a ranged option. Once she does that she can forge ahead with them for the entire rest of the game. Elementalists are required to learn how to utilize attunement swapping, which is twice as many skills once a weapon set is chosen. I should be ready to go with a new character within an hour. Otherwise I’m not learning anything.
I created a new elementalist a few days ago and spent (no exaggeration) four hours grinding the little drakes outside of Astorea almost non-stop just to unlock my skills. During this grind I obtained at least one of each of my weapons via drops, reached level 6 (using an exp booster), and did the “stop the termites from eating the tree” event three times. That isn’t fun. It’s also the opposite of what Guild Wars 2 and ArenaNet are supposed to be about.
The reason I sat there grinding my skills rather than playing through the game and questing is exactly because I knew how many elementalist skills there are and how long it would take. If I had not sat around grinding I wouldn’t unlock my skills until long past level 20. The challenge of the elementalist is in learning the attunement system and swapping tactically. In order to do that, the player needs to have access to all of her skills much sooner.
I’m not able to test out or choose a weapon set if I have to grind out hours and hours worth of skills. It’s counter-intuitive and counter-productive. I (begrudgingly) did it, but I felt it necessary to voice some concerns for the sake of other players.
Men of Science [MoS] – Tarnished Coast