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Feedback on Elementalist - PvP Perspective

Posted: Mon May 05, 2025 11:02 am
by Cagus

Forwarding this here:

Before diving in, I want to clarify that this feedback is primarily from a PvP perspective. In competitive PvP — where survivability, flexibility, and overall class strength become very important — Elementalist feels mechanically constrained and appears to underperform compared to other arcane casters.

Other Arcane Casters vs Elementalist

  • Wizards benefit from school specialization bonuses, unique and powerful paths such as Wild Mage and Shadowmage, top-tier summons and a familiar, access to sequencer staves and spellbound wands, T3 Dweomercraft (Scribe Scroll), significantly more skill points and feats, a vast spellbook, and extra CL—all of which contribute to stronger spells, longer durations, and higher spell damage.

  • Sorcerers benefit from high AC and saving throws through divine dips, can choose the Shadowmage path, and also have access to a vast spellbook, top-tier summons and a familiar, sequencer staves, spellbound wands, T3 dweomercraft (Brew Potion), and extra CL. They enjoy more flexibility in choosing known spells, while Elementalists are locked into Elemental Hammer/Annihilation, leaving them with two fewer selectable options.

  • Warlocks possess the most advantages: high AC and saving throws through divine dips, the best primary saves among all arcane classes, and the highest on-demand blast (magic) damage that cannot be negated or reduced by wards, nor does it consume spell slots or focus. They also benefit from pact-specific infinite-use spells, a familiar, and a much more versatile spell pool. Additionally, Warlocks have access to powerful DoT spells like Hell Inferno and Blackfire, all skills, unique feats (such as Dark Blessing, Eldritch Armor, and Gate), and highly flexible build paths. Their summon is not only strong but also uniquely resistant to effects like Word of Faith. Warlocks enjoy numerous perks, including Fear Immunity, Uncanny Dodge, permanent UV/See Invisibility, Woodland Stride, ASF reduction, and superior innate resistances and immunities.

  • Hemomancers gain bonuses such as increased AC, Fortitude, Concentration, regeneration, fast healing, See Invisibility, and immunities to physical damage, disease, and fear — all without requiring any path selection. These features greatly enhance their survivability and combat effectiveness. They also benefit from a broader, more powerful and versatile spellbook than Elementalists, with strong specialization potential in Necromancy or Evocation. Additionally, Hemomancers have access to powerful spells like Vampiric Feast, Curse Storm (+2 DC), Blackfire and Hell Inferno (Magic+Bleed dmg), as well as effective combos such as Negative Energy Burst followed by Balagarn's Iron Horn.

Elementalists
Although Elementalists can cast more spells than Wizards or Sorcerers, this advantage has been significantly diminished by recent area-of-effect (AoE) nerfs, which severely impact their primary edge—high-volume casting. Compared to other arcane casters, Elementalists struggle with reduced spell variety and especially limited damage-over-time (DoT) options, which lowers their overall kill pressure and makes it difficult to counter common tactics such as sustained healing. Furthermore, their incompatibility with divine multiclassing results in weaker defenses, including lower AC and saving throws.

The worst part is that the AoE nerf ruins the fun and the very reason to pick this class, despite it already suffering from so many disadvantages. To put things in perspective, an Epic Sorcerer can cast six 9th-circle spells per rest, plus at least one extra spell from a standard CHA modifier (e.g., 30 CHA), totaling 7 Maximized IGMS casts. An Elementalist, on the other hand, has 100 focus; with gear reducing the IGMS focus cost to 8, that allows for up to 12 casts—technically more than the Sorcerer. However, this extra casting capacity comes at a steep price, because the Elementalist's focus pool is shared across all spell levels, unlike spell slots. Once that pool is drained, they’re completely out of options, while the Sorcerer still has plenty of lower-level spells to rely on. And that’s not even accounting for self-buffs, which typically consume around 20 focus just to get combat-ready—further limiting real casting capacity. This disparity makes the Elementalist feel not only underpowered but also increasingly obsolete in sustained encounters.

DoT and Spell Variety
Although Elementalists gain access to the Inferno spell, it requires a deep investment in Transmutation feats, which offer limited synergy with the class’s typical build. Compounding the issue, fire is one of the most commonly resisted elements in PvP, further diminishing Inferno’s practical value.

Beyond this, Elementalists are notably deprived of many core utility and defensive spells available to other arcane casters. Key omissions include staples such as Time Stop, Mordenkainen’s Disjunction, Gate (or comparable top-tier summons), Greater Sanctuary, Blackfire/Hell Inferno, Negative Energy Burst, Clarity, and Displacement. The absence of these tools limits the Elementalist’s versatility, survivability, and group support potential—key areas in which other arcane casters typically excel.

Feats, Abilities and Requirements
Elementalists also receive Autoquicken I as a free feat, but this offers negligible benefit at epic levels, where Quicken Spell or Autoquicken III would be far more impactful. Elemental Overcharge, while interesting, allows the Elementalist to cast spells without consuming focus or components, but it comes at a steep cost: self-inflicted magic damage and a significant 5-point AC penalty. These drawbacks make it highly situational.

To make matters worse, Elementalist, along with Hemomancer, is the only caster class that requires a hard 22 Charisma to access Epic Spells — a steep stat requirement that further restricts build flexibility. This is particularly punishing for a class already struggling to compete with its arcane peers.

Class Changes
Rather than receiving buffs to close the gap with other arcane classes, Elementalists have instead faced a series of nerfs, further widening the existing disparity. Major changes include the removal of Mordenkainen’s Disjunction, the inability to select Epic Spell: Summon feats, and the conversion of force damage on Elemental Hammer and Annihilation—two of their core spells.

Although these spells target Will saves, they were already vulnerable to common defenses such as Evasion, Globe of Invulnerability, saving for half damage, and Shield. Now that they deal fixed, path-based elemental damage, they are even more easily negated by elemental resistances and immunities, significantly reducing their effectiveness in PvP. What was once a reliable offensive option has become inconsistent and situational.

The recent increase in focus cost for AoE spells further undermines one of the Elementalist’s few remaining strengths—particularly in PvP, where their damage output already trails behind that of other arcane casters. Although Elementalists benefit from a focus discount on Theme spells when abstaining from casting, this mechanic is largely impractical in fast-paced PvP scenarios and feels at odds with the active, reactive nature of competitive spellcasting.

Summary
In its current state, the Elementalist offers little mechanical incentive compared to other arcane casters. Its primary strength—high-volume spellcasting—has been significantly weakened by AoE nerfs and a shared focus pool that depletes quickly. At the same time, the class lacks the versatility, survivability, and utility that other arcane casters enjoy.

With limited spell variety, fewer defensive options, no access to top-tier summons or essential utility spells, and heavily path-restricted damage output, Elementalists fall behind in both burst potential and sustained performance. Focus management issues, situational class abilities, and strict build requirements (such as the hard 22 CHA for Epic Spells) further restrict flexibility and effectiveness.

As a result, Elementalists have limited presence, not due to flavor or concept, but because of the mechanical disadvantages outlined above. Addressing these issues would help restore their identity and viability among arcane classes.

Suggestions
These are just my thoughts and suggestions—not intended as definitive solutions—but potential improvements that could help address the current shortcomings of the Elementalist class:

  • []Remove the 22 Charisma requirement for Epic Spells to ease build constraints.
    []Grant +3 caster levels to path-specific spells to enhance their effectiveness and scaling.
    []Buff the Inferno spell for Elementalists or introduce an additional damage-over-time (DoT) spell to improve sustained DPS in line with other arcane classes.
    []Allow path spells to bypass elemental immunities, increasing their utility and reliability against commonly encountered defenses.
    []Provide access to top-tier summons, similar to those available to Warlocks or other mage classes.
    []Rework Elemental Hammer and Annihilation to offer more reliable damage that isn’t easily negated by Globe of Invulnerability, Evasion, or elemental resistances—consider restoring the option to deal force damage or allowing flexible element selection.
    []Replace Autoquicken I with a more meaningful bonus, such as Quicken Spell, Autoquicken III, or an alternative like increased elemental penetration.
    []Change Elemental Hammer from Empowered to Maximized to improve its damage reliability and consistency.
    []Rework or scale AoE penalties to avoid disproportionately penalizing high-level Elementalists who depend on AoE spells to stay effective.
    []Buff underused elemental paths and give each one unique, rewarding mechanics to encourage strategic diversity and build variety.
    []Expand the Elementalist spell list to include essential arcane and nature-based utility spells, such as:

    • []Transmute Breath
      []Invisibility Purge
      []Web, Stinking Cloud
      []Nature’s Balance, Storm of Vengeance, Elemental Swarm, Bombardment
      []Clarity, Displacement, Greater Mage Armor, Premonition
      []Ethereal Visage/Ghostly Visage
      []Banishment, (Lesser) Mind Blank, (Lesser) Globe of Invulnerability

    • Negative Energy Burst, False Life, Darkness, Protection from Alignment

I truly appreciate the work that goes into keeping Arelith balanced and engaging, but in this case, I believe the nerfs went too far. I hope the team will reconsider some of these changes — or explore future adjustments that bring Elementalist closer to parity with its arcane peers.


Re: Feedback on Elementalist - PvP Perspective

Posted: Mon May 05, 2025 11:22 am
by Keanel

I see Elementalist as others casters (Wizard/Sorc/Hemo) as backline DPS, good if not bothered, but probably terrible in 1v1 situation when caught off guard. It also out of those three classes have biggest burst potential (Elemental Anihiliation might deal exeptional damage and with SF + ESF Evo often stun enemies). Currently I am playing Air Elementalist and I must admit if I play with group AND enemies doesnt have high evasion/resistances its quite enjoyable, but thats PvE. AoE is not bad, focus managment is bearable and change to remove components cost all together from signature spells is best outcome I see from recent "nerf". Biggest problem my friend showcased me during simple duel is magic immunity - pack of simple stone golems will bash you to pulp when you have no answer, only to run - problem I don't think melee characters face. Still, I would always prefer to play Invoker than Wiz/Sorc - I haven't spoke about Warlock as its special child and probably most powerful caster currently available.


Re: Feedback on Elementalist - PvP Perspective

Posted: Mon May 05, 2025 4:05 pm
by chris a gogo

I agree with pretty much everything cagus said.

They were the fun blaster class that had it's ability to blast stuff removed, now they are just subpar at everything.


Re: Feedback on Elementalist - PvP Perspective

Posted: Mon May 05, 2025 8:25 pm
by aplethoraof

IMO: Give elementalists hell inferno (making the variable damage dependant on their element).

That, and remove evasion/globe from interacting with Hammer and Annihilation. They are will save spells. There shouldn't be an interaction there, that is a bizarre inclusion.