More again on my disputes with the elementalist changes, and the importance of strong adept abilities.
Every elementalist that doesn’t take 30 in arcane for pvp is going to be a free kill. We’re already on the ropes as the squishiest profession with the lowest baseline hp – and we have the least reliable stun breaks being that they’re on cooldowns over a minute long, very little stability, and we require might just to get decent damage. Losing access to might, protection, swiftness, and regen is absolutely devastating to survivability and our ability to get decent damage needs to be compensated for, making 30 arcane builds more powerful, or reverted. Elementalists rely heavily on getting those buffs, and the only one in our weapon skills is swiftness. To even consider moving Elemental Attunement to a master tier you’d also better be putting all our buffs in our weapon skills and lowering cooldowns and cast times of any ability that gives these effects, and giving us some Stability and stun breaks so we can get to those effects. Of course, doing so would only make 30 arcane that much more powerful while still hurting the other elementalists’ group utility. It really needs to remain at Adept.
Now, again, look at Cleansing Wave. Elementalists don’t put 10 into water because this ability’s powerful. They put 10 into water because it’s absolutely vital to their survival and their group utility. If an elementalist isn’t cleansing their team every once in a while and dies every time they get poisoned then what are they good for? If you move it to master it’s going to be absolutely mandatory for non-water elementalists to take Cleansing Fire and the new fire trait to make up for it, and they’ll be worse off for it not being able to cleanse allies, suffering a longer cooldown, and losing a utility skill to another mandatory ability.
This is my petition to keeping these traits at 10. Bring other viable traits to splash down to 10 rather than moving them up. Rock Solid is a prime candidate as we are sorely lacking in stability.
I’d also like to petition you to lower the cooldowns on our stun break abilities. Make Lightning Flash a stun break, even. Cantrip builds aren’t strong right now because cantrips are strong – cantrip builds are strong right now because many elementalists are working their fingers to the bone and stacking more stun breaks than should be necessary just to stay alive- and it’s still falling short.
From the gw2 discussion thread.
I also in another post I made on these abilities a suggestion that Evasive Arcana be made adept, as much of its strength is in the talents building up to it and a 10 second attunement cd. At 10, it would result in more Eles choosing between talents to splash rather than going all the way to 30 for all the most powerful abilities in the line, resulting in more elementalist diversity and survivability.
What would make that viable? Getting rid of useless traits that get completely and utterly overshadowed in nearly any build. I.E. windbag daggers and the scepter vigor nonsense (also a source of EA’s power).
If they want less people to splash arcane they should also look into improving the minor adept traits for fire, air, earth, and water to be, well, useful. Alacrity abilities could fall in here, as they’re valuable but usually not picked because of how much we change over 4 attunements rather than the simple weapon swap of other classes (often with a 20% cooldown reduction trait with an additional effect, not just the flat 20%) that gives them more time getting the buff’s advantage.
Anet, IMO, has fallen for a fallacy in thinking strong abilities need to be higher on the talent train. Strong abilities need to be at every level for a class to be successful. It’s specialized abilities that should rise to the higher levels of a skill train. A perfect example of this is Elemental Surge – it rewards arcane specialization at the high end of the arcane train. Pyromancer’s Puissance – same. Fresh Air, Powerful Aura, Written in Stone, Cleansing Water, Persisting Flames – all extremely specialized abilities rewarding 30 points, not extremely splash-worthy abilities – as they should be. More splash-worthy abilities need to go in the Adept tier, not less.
(edited by Oniyui.8279)