Instead of just complaining and raging about how elementalists are so incredibly weak, I’d like to point out the reasons I feel they’re lacking in comparison to other professions. I’ll be listing skills, traits, and other aspects of the profession along with their flaws. Your thoughts and comments are welcome as well.
Dagger (MH):
As is true for all weapons, the weapon an elementalist chooses to equip determines the unvarying diameter in which they can damage foes. Unfortunately, a dagger equipped in the main-hand slot provides the lowest range of all. It wouldn’t be as bad if the damage compensated for the lack of flexibility, but to be frank, it doesn’t. The potential damage from using a dagger in the appropriate range is equal to, if not less than, what an ele is capable of dealing using only the first three abilities of each attunement with a staff from more than twice as far. So what incentive is there for using a main-hand dagger at all?
- Lightning Touch – It lacks damage. It has the same cast time as the air auto-attack, but deals half the damage. Yes, it causes weakness, but very few skills benefit from the chance that a player will be unable to dodge. And as for the defensive appeal, a defensive skill based on luck is far from reliable. (I’ll talk about this again further on)
- Magnetic Grasp – The skill is buggy. It can sometimes cause the caster to move to their target, but remain locked in the animation until the skill finishes channeling, which can take a good seven or eight seconds. It’s really only useful if you’re fighting something that is focused on another target and you’re willing to risk stunning yourself.
Dagger (OH):
I use a dagger in my off-hand slot for both PvE and PvP. I find it considerably useful in PvE, so I’ll focus on where it comes up short in terms of PvP.
- Ride the Lightning – It has risks similar to magnetic grasp, except a lot more common and strangely random. I think most people are aware of this by now.
- Churning Earth – While I love this skill, it’s practically a joke. It has a five second cast, and catching anyone in it is either pure luck or simple ignorance. It’s easy to interrupt, and dodging to avoid it is even easier (Especially considering you can regenerate a third of the endurance needed for a dodge during the cast time). You may think pairing it with lightning touch would be affective, but even with weakness on your target, they can just run out of the circle before you finish casting. I pair it with earthquake and arcane shield and hope that the person I’m fighting will both stay in range and fail to get three attacks off before he attempts to interrupt me. But even if the stars align and all of that happens, I still need it to crit for it to do a decent amount of damage. Oh, and it also recharges for its full 30 second cooldown when interrupted rather than the normal 4 seconds other skills receive.
Scepter:
I feel like the scepter definitely outshines any other weapon choice, and the flaws I see with it are relatively minor.
- Dragon’s Tooth – It’s probably fine for PvE, but the damage doesn’t seem like a fair trade for the effort it takes to keep somebody in its range in PvP situations. A larger range or damage increase would seem like a reasonable fix.
- Shatterstone – It does the same damage as the auto attack, but in a small AoE burst. It is only useful when fighting multiple foes that you can keep inside of its range, which for the most part will only be in PvE combat. It’s a lot easier to spam auto-attack when fighting a single target or another player.