I really like playing mages, and Elementalist in guildwars 1, going max fire and energy storage had no “wasted” … but in GW2 trying to pick traits that worked for me … I’ve come to the realisation that the problem is they are all a “grab bag” without any focus.
So, my first thought (and I did debate posting this in the suggestion forum), is to give each line a “theme” :
Fire – “burn baby burn” – currently we do this worse than the guardian !
So, apart from a total retool of the traits the obvious change is to change the “features” of the fire to Condition Duration and Condition Damage … also, make sure that burn is easy to trigger, put more ways for us to set things on fire – each #1 skill of the weapons ?
Air – “boom!”
+crit, +critdamage
Make the weapon skills that are aoe, more single target, not totally removing all them, but at least make the #1 single target (staff is a major grumble, make chain lightning more beefy and move it off #1, and while we are at it, staff has too much utility, merge gust with windborne speed)
Earth – “staying alive”
Earth’s Features should be +tough and +hp so that we have a self protection option, drop all/some of the bleed (cripple and immob are fine) and have more projectiles.
Water
To facilitiate support the obvious options are +heal and +boon, makes it a tight support element, don’t have a problem with the powers … but the traits .. hmm
And lastly …
Arcane
+swap
+power
With that arrangement, I can see a number of options spring to mind, rather than the “uhhh” that I currently feel.
Havn’t listed traits in detail, and my problems with them, but most of them have me going “huh?” – in particular the ones that trigger when we get hit – I’m never going to want to get hit, so why am I taking anything that only works when that happens … “Retributive” features more guardian than Elementalist …
- Alo