Wish list: More weapon skills for Eles

Wish list: More weapon skills for Eles

in Elementalist

Posted by: Gesamtkunstwerk.6590

Gesamtkunstwerk.6590

Compared to other professions, the elementalist has very few weapon sets to select from. Next to engineers, elementalists have the second lowest number of weapon slots. I realize the imbalance is partially mitigated on account of the engineer and elementalist being able to draw additional skill sets from their utilities/attunements.

Speaking strictly of the elementalist, I just don’t see how our ability to switch attunements or conjure weapons could justify us having approx. 20-50% less weapon slot options when compared to most other professions. While it’s true we have twice as many skill sets as others, it’s also true that elementalist have forfeited this advantage by the fact that other professions still benefit from their own skill types (mesmers get shatter, necros get death shroud, guardians get virtues, etc.).

Also, a conjured weapon is truly not equivalent to a dedicated weapon slot. Among their many disadvantages, conjured weapons a) take up a utility slot, b) have very few charges (only 15 in the absence of the master conjurer fire trait), c) have long channelling times, and d) even longer cool downs (60-180 seconds). The ineffectiveness of conjured weapons should be obvious to anyone who has played an elementalist—even casually. The conjurer weapons might be fun and interesting, but as currently implemented I feel they are woefully inadequate as compensation for our paltry weapon choices.

Overall, my concern after trying most other professions is that the elementalist is unfairly handicapped by limited build diversity. I see at least two ways the situation could be improved. My own recommendation, one probably shared by most players, is to introduce at least 1 additional two-handed weapon for our profession. A greatsword would seem ideal in this case as it places the elementalist on a par with another light armor wearing class: mesmers. Other possibilities might include short/long bow, rifle, two-handed scroll, or focus-type weapon. This would be my preference as it gives us a new set of skills and build options to play with, but also a permanent (unconjured) weapon to sport on our characters.

The second suggestion is simply to make conjured weapons permanent. That is, it could be made into a stable weapon slot utility skill similar to the engineer’s flamethrower or grenade kit. This would be the easiest to implement. I’d personally accept that as a reasonably good compromise to balance things out (as much as I’d prefer a completely new weapon). If that means nerfing lightning hammer or fiery great sword, I say go ahead. It’s still better than what we have right now.

I’d be interested to know what everyone else thinks. Am I right to think the elementalist was given short-shrift in the weapons department? If not, why not? And if so, what kind of improvements would you like to see introduced?

Diotima of Mantinea, r65 Elementalist
Vovin, r65 Warrior
Guild: V A E V I C T I S [HEX]