Showing Posts For Seraskus.6810:
But, Conncept…
More combinaions —> More swapping —> More nerfs on each single option to avoid overpower :|
It would be true StarCraft level of playing than…
That’s the point: Firstly, you can chose max 1 or 2 elements by traits and suck in others.
And nevertheless still none of your chosen 1 or 2 elements will behave as a viable weapon.
Someone lately said something which I will paraphrase now:
Being allowed to do so much at once makes us less versatile, because we can do nothing on the proper level.
I made this thread to create a small discussion on the power of Elementalist.
“The Sorms obey me!” “I can move mountains!” “I summon the power of the oceans!”
Lol, no you don’t :P
The point is: unless you summon all this powers you will not kill a single enemy.
BUT because we can swap so freelry each Attunment is nerfed.
Am I the only guy around here who would prefer to change Attunments less frequently, but get visible benefits from each of them?
I am fiercy glass cannon -> I get hard situation -> I attune to earth and get instant defencive bonuses. Than to water and spray all the area with healing breezes. This all at the cost of not being able to get Fiercy again in just 10 seconds.
I’d like to change attunments less frequently, have Arcane Trait having a real meaning and gain a real power. Not a power to spam spells madly in the speed of Asian StarCraft player…
Once again I ask you, AN, to create some option for he players who do not fancy this playstyle. Obviously some pro-coxes can use it and play efficiently, but most players cannot. Can you make an option for Eles who do not fancy spamming attunments?
Dunno, for example make a skill for it or a Contra-Arcane Trait Line especially for eles
(Make 2 opposite Traits: Arcane Prficiency and Arcane Power. Le’t players chose just 1 at a time. Arcane Proficiency would shorten cooldowns and benefit from switching (like now) and Arcane Power would lenghten Attunments cooldowns, but shorten each skill cooldowns)
But when I chosed to play Mage of Elements I though rather of being a distant range spellcaster, not a tornado ESCAPING from mobs not to get killed :>
I wanna awake a vulcano and make a wall of earth to border from incoming enemies. Instead I am invited to fight on close distance.
I already HAVE cool weapons. But I can summon some other, not even able to attune with me. I feel like a warrior who got elite skill like:
“Scepter of Blatazar: summon a powerfull banner casting lightnings and your targets and giving might to allies” But wait. Banner and Balthazar seem Warrior like, but range fighting and support role?
Same here: I am elementalist and I don’t want to fight in melee (with full vunerability!) I don’t want weapons, which cannot switch attunments with me.
Elites should boost you, ADD to your abilities. Instead they REPLACE it with something hardly any Ele can find use for :/
@ Ralloff
About this “Gust —> aoe push”: It could be made to push people without knocking down, could it not?
@ nimajneb
The overall class is very fun and stuff, but it would use a number of single-skill/trait tweaks. That’s what this thread is for, sir!
Gust would use changing into something, that can push multiple foes. Bestly from multiple sides. Like a wind explosion from the given place.
Now this skill is nearly useless. After such change it would be used to push escaping foes back to aoe fields. And if it was additionally blast or whirl finisher it would be able to spread AoE effects curing the main flaw of (for example) geyser.
(edited by Seraskus.6810)
Thief doesnt counter mages. For Thief to counter, the mage should have to have possibility of attacking thief before he dies.
For now it’s 2 like a boss :>
RhyseGust becomes a whirl (and pbaoe knockback, instead of shockwave lite)
Same opinion sir! xD Ability to put 1 second tornado on enemy way to prevent his escaping from the AoE field OR to put it into the Geyser to shot healing bolts is EXACTLY what staff needs to be close to perfection :j
Long live the Versatility!
I think there are quite enough WEAPON skills.
However:
-Some of the weapon skills would use changing them into some more flexible (versatile) versions. For example make unsteady ground behave as combo field or turn gust into a whirl finisher would be cool
-Many utilities would need adjusting as well. For example glyph of reneval should work on the target given, not on the area near you.
What would you like to be added/changed to the Elementalist?
in Elementalist
Posted by: Seraskus.6810
If you’d ask me I would say the funniest replacement for the Gust would be some 1 second little tornado in arget area pushing enemies out. It would allow for example preventing their escape from AoE fields if put on their way x) (if Staff is Crowd Control than let’s control the Crowd not to escape from our AoE so easily…)
But cone would also be nice
What would you like to be added/changed to the Elementalist?
in Elementalist
Posted by: Seraskus.6810
If staffer gets to fight in close range he should use CC skill (for example frozen ground) and than escape on better distance.
What about the conditions apply on skills: That is what Glyph of Elemental Power does.
About the staff itself… there are just 3 mayor flaws:
1. Unsteady Ground is useless in PvP. It should make some combo field instead (“Magnetic Wall”, “Dust Wall”? ) for example blinding everyone who walk through. Being a Dust field it would also protect against arrows if they come from behind this wall giving so precious survivability. Much more versatile usages than small cripple everyone just roll through. Puting it around ourselves will help against melee spikers (2 like a boss!). It would change a lot situation of Ele in sPvP.
2. Chain Lightning is simply annoying. Deals hardly any damage and in PvE it has not-nice tendence to chain onto neutral mobs (like nearby stags or fireflies) making another target you need to kill. Would work very well as a single-target bolt with increased critical chance instead.
3. Gust is often useless as it can push just 1 enemy. It does no damage, so having ability to push at least 2 of them would be much appriciated.
Still bugs out for me during the escort the researchers to the southern end. Can ArenaNet just complete the mission at this point for people? It’s been almost a month now and haven’t been able to finish the personal story.
To be honest the escorting part is hardly any efford- Risen between 2nd camp and the gate can be defeated by player himself (in theory we should be accompanied by like 6 other npc).
The easiest fix would be indeed to end mission on this level :/ It is one of the longest missions anyway and with so many allied NPCs the final few meters are not any challenge.
The best tempo fix would be allowing mission end when player reaches the final cave doors :/
MolleaFauss.6078Personal opinion: the mission rocks, but is “surprisingly” long, at least compared to the previous in the storyline. The first part in the Concordia encampment is a bit tedious especially because you have to go up and down the stairs many times.
Nonetheless it’s one of the most fun and challenging storyline mission I found until now and the final battle is terrific.
It’s the longest one and one of more difficult. It may be fun on first attempts. In its current state it just makes players mad :/
I am entirely puppyned now ;\ (cause ‘kittened’ is to mainstream)
This is the longest mission ever, AN promised to fix it, so I waited a week for this update and… broken again x| The researchers second group did not follow me again. Trahearne also bugged out after next 5 minutes of running after me :/
Map was showing invisible “Ally followers” etc
Please do something with it, as many players (including me) are stuck in this dead-end for over a week :/ It’s really not fun to do this thing again and again with no hope to succes “Maybe this time after 30 minutes of grind mission will be so kind not to bug”.
Gosh :/
Invisible ally follower on the minimap (screenshot)
Level 70 Elementalist
7/10
I just lack the “long-term” endgame conent. It IS needed.
Besides this- a cool game guys! :j
Many people noticed it already, but I gonna repeat it a bit:
GW2 is really cool, but it lacks in some long-term goals and activities!
I understand and enjoy the “start-game endgame” idea, but I’m afraid it is not enough :<
From one side it is obvious that best strategy for Pay Once Play Foreva MMO is to offer cool things on the start (to make people buy the game) and than do not give much long-term goals (as keeping players playing gives no profit).
However if this is the reason for the lack of ‘typical endgame’ than we may feel at least a bit tricked :|
Now, what can be those cool long-term goals? Just suggestions:
———————————————————————————
-Slayer Diary: Killing the Boss enemies in given locations.
You can get a book from NPC and fill it with killed bosses.
Like: Kill Centaur Overlord in this area and this camp.
For killing such guys and handing in filled Dairy you get title with some nice emotes (like gw1 zaishen ones for example)
———————————————————————————
-For-Fun Utility skills collecting:
Make a set of “fun skills” and make people do quests to collect them all!
For example:
Conjure Light: Player lights a ball of gleam above his head. Nice in the caves
World Pen: Player can move mouse thrugh the ground leaving a visible ligh-mark. Nice for showing a way for example
Tango: Two players interact with each other in a dance. Players must be the same race.
<Profession Fun Skills>
Mesmer: Illusion of Landscape- Creates a grassy ground with flying butteflies in the target area
Warrior: Saber Dance- Warrior performs an effective slashes dance as if fighing invisible enemy
Elementalist: Flame dance- Elementalist dances with his flames making a specacular performance
———————————————————————————
SECRETS:
People LOVE secrets. Leave somewhere a dusty old book mentioning some forgotten temple. Make players gather some resources and make some creepy ritual. Or (go harcore here):
Create a HUGE UNMARKED map area with no minimap allowed and with creepy and secretfull things inside. Like strange trees in the middle of ligh on a big deesert. big forests with no sign of life. Mountains that travel through the land and ghosts appearing from nowhere to give you some unclear instructions.
It can be a Realm of Lyssa for example.
People would love going there and never knowing what to expect, where will they land… Kneel before some abadonned gravestone and get teleported to a battle field with a boss fight, find a maze with creepy voices inside. Swim in a lake with Hylek-Fairys. Dunno- just a land where you never know what to expect xD
I know I gave hardcore solutions, bu there are so many little things that can be added to make the long-term gameplay FUN and REWARDING!! Please AN!
I play Staff ele too. Combos posted by barabi are quite cool from what I see- I use some of those as well.
Nice combo is also (best working with Evasive Arcana making explosion of elements when you dodge):
-Water: Frozen ground to stop them
-Ice Spike to make vunerable
-Quick switch to fire
-Flame Burst (instant cast)
-Lava Font
Now the best part- I roll into the lava font creating an Fire Burst giving me might (Evasive Arcana) and damaging them. Than I use Burning retreat o get away.
As result enemies stay in the lafa font for all the time it is placed+ they get burned and I get might x)
There are issues in traits and utiliy skills mainly… and anyway Ele is much more enjoyable than any other profession :j
Can’t wait to see how fun it would be when they fix this few issues
Arheundel1) Warrior deal 20k dmg with 3 skills
2) Ele deal 20k dmg with 20 skills
This is the point, sir. And while 3 skills of Warrior take like 2 or 3 seconds to use the 9 skills of Elementalist take like at least twice as long (more or less 10 seconds provided that you keep casting without break). Add to it that most of Ele skills have longer cast time.
This means that while we use our tons of skills Warrior has already managed to kill his targets. And his skills RECHARGED while our will be ready after half a minute (at least). Add to it that Warrior has stronger Armour and more health.
And the result is: (tadadadam…!) what we call underpower. Which means we need twice more efford and triple more time to achieve the same goals + we have weaker defences.
Dirt Attunement is easy as heck, albeit very slow.
Just don’t bathe for a couple of days, and you automatically start attuning to dirt.
Unfortunately you randomly start spawning dirt elementals during this attunement process. They have to be defeated by your summonable Dirt Vaccuum weapon. They give pretty good experience, but no loot.
A shortcut some people take is using a trait called “One With Mud”. It involves covering yourself with mud in order to attune to Dirt instantly. It also gives protection against Predators.
Pay attention that using this attunment may increase merchant prices!
Lol, we posted in the same moment it seems :P
I had similar idea, please treat it as a reply than xd Dont wanna rewrite all that stuff.
Give us Rock Attunment. Nobody will deny that Elementalists Rock! :o
So, it is maybe not a short-term thread, but I realised some people dont find the way Elements must be switched and all that versality stuff satisfying.
I don’t mean any “underpower” of Elementalist (this is not the thread for this). I mean that some people surely would like to have less complicated playstyle of Ele yet dont give up this class basics.
To say it simply: Now each attunment in each weapon changes absolutely the skill bar.
It makes things very complicated, there are many combos, many utilities and much mess around it.
I though some players would be happy to have an option to pick a simplier weapon.
_____________________________________________
For example (just example) Elemental Sword.
Such weapon will posses the same attacks for each Attunment – the only thing changing would be additional effects associated with the attunment.
So again example (just example) skills:
A. Skill to leap forward and create an explosion at the end: in the Fire atunment will create flame burst, in water- healing burst and in earth- blinding burst.
B. Skill making a whide slash and creating a half-circle area effect in front of the user:
Like ice field in water atunment, electric field in Air and magnetic field in Earth.
_____________________________________________
The key is treating each skill as the same one after changing attunment. So when you have just used Leap(2) skill in fire attunment and now you change to Earth the Leap skill will still be in the cooldown.
All this is only the example (i will repeat it to the boredom death). The point is just such simplier weapon:
-Same skills with different effects on attunments
-Skills in different attunments are treated as the same ones (having the cooldown in the same time)
Some amount of players may prefer such simplicity to the versality of the current Elementalist’s variety of skills.
By the way… what are those “Charges” for weapons? From what I know Ele weapons have the given time of being (Engineer weps had “charges”). So what are those “10 more charges” from Fire Trait line?
Take Tornado just to have the only Elite to use underwater
Ye, I remember resurecting some dying guy for half a minute…
Than he shattered ^^
It is realy an annoying thing :|
Most people play ele becasue they find it the most entertaining class. Most of us (Ele players) arent so “Pr0 noobs” to go play the strongest class, just because it is easiest to play (like warrior). I mysef would have no fun from it because I dislike melee playstyle (“I swong a sword! I swong a sword again! Wow, I swong it again, that’s great!” xd).
This doesnt change that Ele IS UnderPowered. When I saw a guardian killing 3 Kraits in few seconds underwater it was like… “Hey! No matter what would I do I will not achieve such results!”
And than hearing “Gtfo, learn to play your class” and such is kinda not nice to hear :<
PS.: <——Compleatly agrees with Sharpe
Made same thread day ago…. it disapeared on the other pages… Anyway re posting here what I wrote there:
——————————
1. Staff-(Earth) Stoning: Weakens opponent, yet staff is long-range weapon. Other condition would be cool to replace it (small bleeding maybe?)
2. Saff-(Water)Water Blast: Healing radius is very small… It would be a good support skill provided it will be made bigger. It deals no damage after all ^^
3. Staff-(Water)Geyser: Allies often run away from it. Geyser should have combo skill spreading the heal (like Water Wortex shotting heal bolts away or Detonation so that geyser will explode healing nearby allies)
4. Staff-(Air) Gust: Pushing just 1 enemy makes this skill often not useful. Make it “can push up to 3 targets” maybe?
5. Daggers-(Overall): The jump-in and jump-out skills would work better if they had some combo skill to move other way. For example Updraft followed by Air leap and Burning Speed by Burning Retreat. It would add much so precious mobility to daggers.
6. Auras-(Overall): While Magnetic Aura works briliant others are weak. They would use protecting agains the damage as well. After all, WHEN you are hit already it doest make you a big difference, that enemy is chilled for 1 second, does it?
7. Fiery Greatsword (Skill): It takes you your attunments away, which makes it not pupular. It would use changing attunments with you (to also provide you support control and heal skills, not just attack)
If elementalists are UP why are so many people playing them?
in Elementalist
Posted by: Seraskus.6810
Elementalist is simply fun to play with sir.
Which doesn’t change that he is underpowered.
I myself prefer to have fun with underpowered class than bore all the time even slaughtering every enemy by warrior. Simple.
Still it would be nice to have something done with Ele.
If Ele needs triple as much efford to achieve the worse results than it is called underpowered… Call it “complicated class”, but also notice that 3 times more skill needed takes 3 times more time to cast. Add to it lower armour. That’s why something is not ok :<
2 words: THE MOUNTAINS!
Oh God, the mountains!!!
I dunno who was responsible for level design, but give him a strong hug from me ;D
Sightseing and traveling through those was just so relaxing, they just have cool climate (in both meanings :P). And when I first saw the Big Mountain and than the Priory base inside it was like <WHOHA[sigh]>. Great job! really cool stuff :j
Besides this I also loved the dialogs. Mine favourites were
1. Seraph telling A-Man-Asking-For-The-Way in DivReach that there was just 1 fatality around the pub this week
2. Women who said she must get such Asura Gate between her home and the marketplace xD
Ow, and I nearly forgot about the Skirtt. Skirt are cool as well
" <sniff sniff>You smell something?"
(edited by Seraskus.6810)
I will repeat it to the dead bore:
Ele is fun to play and stuff.
BUT not-fun things are that:
1. Other classes are simply stronger. It doesnt mean you cannot defeat them, yet still Ele is up. Slightly or badly- that’s discussable.
2. Lots of Elementalist skills are nearly useless. For example tornado (Elite! ) or Frost Aura.
Many people complain on Eles. OK. But ANet said that they need data.
I created this thread for telling drawbacks of Ele skills and giving possible cures- all the simpliest way. Please post only similar replies here. Also make sure your suggestions are about curing some ISSUE you noticed while playing (so not like “I think skill x should deal more damage as it would be cooler”). Let’s try to sum up all skill/gameplay issues in 1 thread, ok?
———
1. Staff-(Earth) Stoning: Weakens opponent, yet staff is long-range weapon. Other condition would be cool to replace it (small bleeding maybe?)
2. Saff-(Water)Water Blast: Healing radius is very small… It would be a good support skill provided it will be made bigger. It deals no damage after all ^^
3. Staff-(Water)Geyser: Allies often run away from it. Geyser should have combo skill spreading the heal (like Water Wortex shotting heal bolts away or Detonation so that geyser will explode healing nearby allies)
4. Staff-(Air) Gust: Pushing just 1 enemy makes this skill often not useful. Make it “can push up to 3 targets” maybe?
5. Daggers-(Overall): The jump-in and jump-out skills would work better if they had some combo skill to move other way. For example Updraft followed by Air leap and Burning Speed by Burning Retreat. It would add much so precious mobility to daggers.
6. Auras-(Overall): While Magnetic Aura works briliant others are weak. They would use protecting agains the damage as well. After all, WHEN you are hit already it doest make you a big difference, that enemy is chilled for 1 second, does it?
7. Fiery Greatsword (Skill): It takes you your attunments away, which makes it not pupular. It would use changing attunments with you (to also provide you support control and heal skills, not just attack)
Ele is very fun to play. It is just not fun to watch other classes doing much better with no efford :P
You can take trait “Blasting Staff” from Arcane line.
It makes each AoE like 50% bigger.
Ech… I am afraid nope. GW2 advertised the weapon system and stuff as a way to “Eliminate good and bad builds”, to “play as you want”.
In fact you can play elementalist quite well and have fun from it… but it doesnt change the fact that everyone around you keep getting better results than you with little or no efford.
Of course, there are few deadly combos, but -my opinion here though- the thing I was sick in gw1 were “farming builds” and skill combinations community found best. And playing this, pressing the same skills in the same combinaions, was what made you “pro” :/
It seems that Elementalist playing “pro” so switching attunments like machines executing the deadly combos etc can achieve no more than any other class just using their 3 basic skills.
So, to answer your question: You can play Ele, you can have fun with it and even play on higher areas, but it doeasnt change the fact that IN COMPARISON to other professions Ele seems just funnily weak :|
As we really have to use triple more skills and switch through various atunments to achieve results similar as other professions. And more skills takes more time. And more time is less hp and less battle efficiency. And with less hp anyway…
^^’
Btw, the sentiment that only Earth is useful is because it is true….at low levels. And it stuck with most people since they don’t give the other ones a chance.
But at level 80, there are loads of situations in which the other three are just as useful.For example, if I’m getting chased by a group of Risen, which one do I summon? Water.
If I want to take something out quickly, Fire.
If I want to do damage to a boss and there I as Guardian tanking, Air.
The only situations in which I would summon Earth is
1) If I am planning to fight a whole bunch of high damage enemies, or
2) I’m planning to fight a boss and there are no Guardians or tanky Warrior around.Next time you need to tank something, use Water. Or if you want to take something out quickly, use FIre. I think you will be pleasantly surprised.
Oh, and btw, Earth is probably the least useful in sPvP.
I have tried those numerous times.
The result is the same: In comparison to Earth tanking abilities other just die before I can notice their actions. Never mind they are ranged, they just cannot dodge or avoid attacks and die faster than NPC :|
So 1 week, aye? ^^’
Thanx for your effords anyway…
:j
Guys on that video didnt even atack you. Group of PvE mobs would be harder to kill.
Which doesnt change the fact that it took youkittenlong to kill each of them.
1 word: FAKE
So I made a try to go through this mission. For half an hour I was struggling half-dead with the undead, but I finally came to the (supposingly) end.
To my suprise nothing happened T_T
My “ally followers” from both research teams just stayed in their 2nd camp.
Trahearne followed me, but when we reached the southern exit he just did nothing.
Nothing happened :|
This was one of the most demanding and longest missions and it tunred out that I have to do it again Q_Q
I can provide screens if those are needed.
I think Summoning an Elemental should be up all the time, just like a hunter pet, then maybe we could stand a chance! And then have the elites on top of that!
Indeed. Would Glyph of Elements allow you to summon Earth Elementals to tank for you it would greatly improve PvE survivability. Other ones than Earth are just… waste.
The problem is that this “Few Numbers” may take hell long :|
And it will again turn out that some ProCoxes will find a way to use it and win 3:1…
What I did is just a suggestion: If you wish to swap attunmens and make corss-attunment combo you will be able. And those who wish to focus on something will have their chance as well. Such “Complication” will in fact make the whole Elementalist much less complicated :P
Hi! I know there have been a few of such threads, but I think I found the core of problems.
I was thinking for some long time and probably I already got it:
THE CORE is:
Elementalist have his 4 attunments, which all used and swapped create much versality, surely can give goodam power if used correctly as well. It creates enormous amount of combos compared to other professions… Pro players will quickly learn to use those combos in case ele is buffed and Ele may quickly become OP.
Now, how to cure it?
My idea is: ONE WITH THE ELEMENT/ELEMENT AVATAR option.
So, let’s say while swapping through elements you found yourself in a very unpleasant situation. You need (for example) instant lots of healing.
You attune to water and than press the water attunment once again. You channel for 1 second and than become Water Avatar (“One with the water”). All of your other attunments get disabled for like 1 minute, in which time you get a boost on your water skills + you take a form of water giving some special skills (for example "cure condition eveny 5 seconds + enemy attack pass through you as through water every 5 seconds).
Now why would that help? Because current Elementalist restrictions come from your ability to swap attunments! If ANET will bost some attunment skills players may find a deadly combo between them etc. They create powerfull posibilities, which pro may abuse, yet newbies will never find or learn to use- and so PRO eles play on the level of any other player while NOT-PRO get disqualified.
BACK TO IDEA:
When you become avatar of some element your skills in that element get boosted and your ~ button becomes additional skill curing the leaks in your build.
The result is: you become like other professions- having only 6 skills on the bar (no weapon swapping). No deadly combos, strightforward pros and cons! You can be finally boosted for this short time without a fear you will get OP!
Your healing water skills may take less time to cast, your attack may deal more damage, because they will not be combined with other elements for some time!!!
And waht about this 6th skill (under ~ button)? It will become the skill, which your current atunment lacks in. Ele was designed to swap attunments, so staying in 1 will surely make you in need of something. For example Water will need some damage dealer. So ~ skill should become some kind of missle in this way.
In Fire ~ should become some control skill, as Fire lacks in such (for example “clay chains”, which slow enemies down and deal some small damage if they move).
I hope it would be kinda easy to understand and strightforward to implement. Surely easier than buffing and nerfing Ele skill by skill for the next half a year
And, first of all, It will only make Elementalist class more funny: increase amount of possible playstyles in a very easy-to-control way, balance the class safely and add what each Elementalist must have dreamed off
“You didnt let me join the raid? Now I am avatar of Fire, and Im going to do an epic raid of Elementalist only! MUAHAHAHA!!” ;D
I think there are better ways of making Ele more powerful.
I disagree with this mainly because it FORCES elementalist to swap attunments like a mad bunny. Everyone should be allowed to play the way they wish. Sometimes I prefer to stay in water for half of the battle to heal, sometimes I will stay in earth to apply bleeding condition.
And disqualifying this playstyle will make Elementalist very booring, even provided it will boost their strenght.
I propose you a fairy simple test:
1.Take each profession 1 by 1 and try how strong they are in starting areas.
2.Take each profession to the heart of the mist and see how good they are doing on training golems.
My result was elementalist lvl3 running away from 2 level 5 drakes after most of skills in cooldown and (for example) guardian lvl 3 killing them both standing in 1 place and pressing skill 1 and 2 ^^’
For the HotM Dummies it was a nice aoe party though. Too bad no mob or player stads in 1 place watching AoE fields under his feet :<
Guys, I agree that Ele is underpowered, BUT
ANET posted already that they work on class issues, but dont wan to make rush decisions not to screw something even worse.
Obviously it is wiser than geting histeric/paranoic about “OMG ele is weak buff him, fast, we are dieing!”. ANet guys said they need more data, so just give them time…
And try posting data instead of screams ^^
All Ele weapons are made (at leat in theory) to fulfill some main duties.
So playing with dagger you will have mobility skills and with staff you will be able to keep enemies on distance.
By binding weaps to attunments you will receive moslty 2 unfinished half-means, each losing on functionality.
With other classes it is just about curing some simple bugs with few skills…
With Elementalist it is about the whole class :|