It has become a widespread opinion in this forum that elementalists require too much effort to play, and this becomes clear when we experiment with other professions. May we be newbies or pros, it is clear that we must master this profession to do anything meaningful. And the pro players will tell you right after, of course, if you don’t master the profession, you shouldn’t get any results. But because some of us have experimented with other professions, we’ll quickly notice that even other hard-to-master classes have an easier time in general PvE. Why is that? Oh, in a hard battle, both that Mesmer player and that Elementalist player must “l2p” (learn to play) and make the best use of everything they have to win, surely! But, against normal PvE foes, like that generic wolf outside of your city, why must a Mesmer, which is equally hard to play with, can finish it off with little effort, while an Elementalist player must still fight it as if it was the final boss of the game?
For a moment, I was under the idea that it was all because of the attunement system, and the fact that we have to press more buttons to do anything, coupled with our lack of passive defense. But after analyzing myself playing with a Mesmer and a Guardian, I actually believe we Elementalists are in this stressful situation because of our auto-attacks are not meaningful enough. Think about it:
The general playstyle of a profession in this game has a healthy balance between auto-attacks and other skills. Generally, you try to use other skills at the best moment you could use them, while auto-attacking in between.
A greatsword Mesmer will set up their illusions somewhere around the fight, and then try to keep distance and auto-attack while waiting for the best moment to use their push-back skill, before changing to another weapon. A Staff Mesmer will rely on condition stacking through auto-attacks after they set their combo, a Scepter Mesmer will generate clones with skill #1, and a Sword Mesmer will apply vulnerability with normal attacks and clones before setting up a big burst with blurred frenzy + shatter. Likewise, a Staff Guardian will auto-attack (and use skill #2) while waiting for the best moments to support the party, or a Hammer Guardian will set their symbol of protection by auto-attacking to make better use of it right after. I could go on.
The reason why Elementalists require so much effort, even for easy fights, is because their auto-attacks are not meaningful, exceptions aside. Elementalists die so easily, require attunement swapping so much, must use a lot of skills to burst and a lot of skills to survive, that you are left with little to no time to auto-attack, and when you do, they are just filler, and have little to offer. Maybe a Staff elementalist can throw fireballs while skill #2 is recharging, or even better, keep the foe weakened while waiting for the best moments to set up their earth CC skills. But those are more the exceptions than the rules. To kill your average enemy, you must dance through attunements to survive, and then to set up a spike, and then to spike, and then to survive again, and blow all your cooldowns, even when the enemy is… easy.
It’s perfectly logical that against a hard enemy, an Elementalist player must use everything they have to use, just like a Mesmer or any other must also do their best. But when you go against that generic wolf, and then against the generic wolf right after, and then battle yet another generic wolf 15 seconds later, it’s stressful when every single of those unimportant moments requires a lot of effort for the sake of a normal mob, for the elementalist. While a mesmer, or any other profession, can just slack off a bit and rely a little bit more on auto-attacking, even if they must play well and time other skills right, and this healthier balance between strategic skills and auto-attacking make all non-elementalist professions more fluid to play with in general PvE, give you more time to breath, help break the pace, and simply keep you more relaxed.
(edited by DiogoSilva.7089)