A few things I believe the changes above would provide:
Fire spec would become more viable for a sustained dmg elementalist.
Be it one that focus on staying away from combat and needs to stack might without wasting his fields (by fire auras proposed changes and fire camping) or one that needs to survive longer in the combat (by reducing condition pressure with proposed fire aura change and blind on burns). It also split the conjurer and signet trait that was weird and makes conjured weapons stronger in what they are proposed to do.
The proposed changes give more clear paths to each playstile (auras, conjures, signets, dmg)
Air spec would provide more crit dmg and more attack speed. The proposed GM trait for glyphs make those a viable option and can give glyph eles a new way to generate boons. The proposed changes make more clear the different paths. The burst capacity is all there and fresh air paired with arcana line can provide great potential.
The synergy of bolt to the heart and tempest defense is transferred to lightening rod. It makes more sense to get a dmg bonus when you interrupt a foe, not when you get interrupted.
Earth line is very solid (no pun intended) as it is. A bit more synergy with proposed changes to stop, drop and roll and the proposed ground training. The possibility of earth attune camping to tank is very real now with all the added defense. Be it by using conjures to replace the dmg lacking earth skills or to use air spec to provide quick bursts before returning to the safe of earth element (with some help of arcana).
Water line, loosing the healing ripple, makes this line less mandatory and opens other options (with proposed changes). Keeping the water line with the new arcana trait (to get healing ripple back) will mantain the current playstile and get some bonuses. But options reside also on going into fire and earth to mitigate dmg (by blinds or dmg resistance). Cleansing water should be a minor trait as it gives the ele a source of cleanse that he can then improve by using the weapon skills on reduced cd or by traiting for further heals and condi cleanses.
This trait organization makes water spec very distinct for eles that seek to improve their dmg, to provide heals or buffs (auras) to allies.
Arcana line
Lingering elements need to work properly with attunement bonus (dmg bonus, defensive bonus and other traits) Otherwise its a useless trait, even more now, when the elementalist that specs in arcana can only pick 2 other elements to spec in.
By placing the on attunement (current t2 minor traits) spells on an arcana trait you help each elemental spec to improve its element (with the CD reductions as minors) and help arcana provide more than just vigor, promoting maximum att swap for extra spells (control with earth, dmg with fire and air, heal with water). This synergises well with evasive arcana and promote 2 playstiles (the buff on attunement and hits, or the spells on attunement and dodges)
The changes on the arcane skills traits might promote the arcane heavy ele a chance to shine, since it will improve the spells and grant it a last chance to heal and dmg when under heavy pressure.
One last thing:
Lava Axe auto attack should bounce 3 times to make it more viable.
(edited by lLobo.7960)