We all know that elemental damage is useless, the top guilds prove that when they use elementalists exclusively for heal party. The armor is just too high against elemental damage. In pvp there are three options for elementalists vs fighter classes, shut them down, run, or die. Killing is really only an option using extremely high energy skills or exausting yourself. Neither is a good option because high energy skills come with slow casting times, and you can only take so much exaustion before your useless.
With nightfall 2 new professions will be introduced, both are strong against elemental and physical damage. Also the trend continues for elementalists to relay heavily on a secondary profession to have the slightest amount of usefulness.
One solution to this problem is add more armor ignoring skills, currently I can think of 2, one causes exaustion and the other is an area centered around caster which removes all conditions from foe.
The better solution is to revamp the way armor works, add more customizable armor, and seperate armor level into elemental and physical. Each class should have a base of 60 armor vs each. At that point the player should decide if he wants to be strong vs physical damage or elemental damage, not both. As it stands right now mesmers, necros, eles, ritualists, and monks are weak to both, they can become very slightly more armored vs either but not really both (Armor alone, no skills included.) Assassins are medium, and Warriors, Rangers, Paragons, and Dervish are strong to both. While the earlier relay heavily upon protection skills, the later not so much, I rarely see warriors bring any protection at all, infact the most common is that they bring the opposite - frenzy.
Make armor have attribute points, say 30 points for casters and 40 points for fighters, afterall it makes sense that they be a little stronger (keyword little.) They can then choose to have 60 vs ele and 100 vs physical, 80 vs each, or however balanced they would like. Then give the option of an armor mod, do I want 10 armor vs physical, elemental or 5 to each. Next an attribute point system for a mod for more hp or energy or armor. And then an option specific to each profession, or a situational mod like while enchanted or holding an item or something.
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