I agree with what you said in general, but I disagree on some of the skills. Namely for staff.
For staff, In general, I would alter the blasting staff trait to also include a bump in range to 1500. It’s odd that we as the supposed long ranged damager does not have the longest range. Also I would bump damage to warrior levels. In my opinion, the squishiest class should have the same damage as the melee on the tankiest class, considering Arena Net’s opinion on melee should have better damage than range because as it is a higher risk. There should be a natural continuum for damage with health and support with armor
For specific skills, Fire is pretty good mechanics wise, it just needs that boost. I do love your lava mine idea though. Meteor does need alot of help though. It should work alot more like other large aoe skills, Having a huge area being damaged/healed/ what have you, not a huge area where something might happen. I would keep the animation, maybe speeding up a little more to be in line with this, but have the entire area being damaged every second. Or keep it the way it is, but increase the aoe of each meteor and add knockdown.
For air, 3 should be a wave that otherwise works in the same manner. Air 4 should be brought down to 20 seconds, to be in line with the warrior warhorn skill that does basically the same thing with the same duration of swiftness. Air 5 should act on targets within the ring, not just as they cross it. Air 2 either needs to scrap the cast time, or increase its damage by ungodly amounts.
Water is actually in a really good place in my opinion.
Earth: 1 should bleed or cripple(1-2 bleeds, 3rd attack cripples) instead of weakness. Eruption is fine, though I like the knockback idea. The big thing though is that I would make it instant after cast time, not having it just bubble for a few seconds. Earth 4 needs to cripple longer and maybe also be a earth combo field (even though those don’t quite exist) and maybe add a bleed.
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