Staff ele
- Very effective team player. Strong snares, CC and ranged AoE can absolutely win team fights. Bad roamer/1v1 choice, but it can still hold its own if played properly (and if your opponent doesn’t have stability up). Strongest at range; melee fights are risky because staff eles have to stay within their own AoEs which can get them killed quickly by other melee classes.
- Hands-down team-fight winner; typically dead meat when out in the open or alone (“back-line wizard” spec)
- Only getting stronger after Dec 10th.
D/D ele
- Surprisingly resilient in combat due to healing potential combined with defensive utilities (Armor of Earth; Arcane Shield). High combat mobility; good balance between damage and CC. Viable roamer; a good combat buddy choice. With stability, it becomes tough to deal with a D/D ele because the player effectively becomes a walking PBAoE with snares thrown into the mix, making quick passes at enemies when he/she can while avoiding damage. Strong in melee; no real ranged options.
- Viable solo roamer; viable option for team-fights (the “balanced” spec)
- Probably getting weaker after Dec 10th.
S/D ele
- Effectively a ranged back-stab. Half of your damage rotation can occur in under 1 second. Extremely strong roamer. Truth be told, it needs a nerf (rotation needs to be stretched out; too compressed as it is). Very strong at ranged and in melee.
- Strong roamer; strong in team-fights if played properly (the “faceroll” spec)
- Not really changing after Dec 10th.
x/F ele
- Scepter is stupid strong, so it works with /F. Very tanky and extremely strong at range. Slightly weaker in melee because a lot of /F utility is meant to keep foes at range, but scepter burst plus invulnerability makes up for it. This merely results in a slightly longer fight.
- Run D/F and just never die because of PBAoE snares and [Burning Speed] for movement; cripples D/ damage output, though.
- Generally irrelevant in pvp except as an eccentric choice for point bunker (the “If you killed me, I did something wrong” spec)
- Not really changing after Dec 10th.
As it stands, I really don’t think that anything is going to change for the ele in pvp outside of maybe more people picking up staff. S/D and Staff are on par with how they can contribute to fights except that while S/D is super-burst nonsense that can just insta-KO a single player from nowhere, Staff can KO or force into retreat multiple people at once when played right, but it takes positioning, timing, a wind-up period and teammates present to distract the enemy. D/D, being the balanced spec with strong burst in[Fire Grab] and [Churning Earth], will probably be hurt by the vigor and water changes since it typically takes a bit of time to work most opponents into the ground when running D/D.