Originally Posted by
wushootaki
So, a lot of people are saying mobility felt better, and the damage just felt stronger for certain abilities.
Blizzard has stated however, their intention for Elemental is to be a Turret - non-mobile caster in PvP.
This means there have to be a few options to keep it viable.
It either needs to do some of the highest Bust damage with low ramp up in the game, and remain a glass cannon that falls over when you sneeze at it.
OR
It needs to have some of the highest survivability in the game while its damage is changed to a more sustain that wrecks people over time, using its survivability to stay alive.
OR
It needs some type of interupt/casting protection/Blizzard needs to change their design intent away from turret playstyle
Some quick a dirty fixes to addess mobility issues could be to add Gust of Wind back into the class talent tree for Elemental. Ghost wolf does not cut it as caster mobility, see below:
Mages have a blink, Priests have a sprint, Druids can talent into a leap, Warlocks have a teleport and a portal, Hunters have disengage
- None of these options Silence the caster in exchange for their mobility
But Shaman also have a knockback and snare/root:
- Mages get their blink with Slow as arcane, or with Several Roots as Frost
- Druids can talent for leap and knockback, and have entangling roots
- Hunters can trap and disengage, and talent into a knockback shot/stun
Again, Ghost Wolf does not cut it as a caster movement ability, as unlike the other examples, it effectively silences you from being able to deal your damage.
Some Spitball Ideas for Mobility Fixes: Overhaul the functionality of Ghost Wolf entirely to be a sprint-type cooldown
Bring back Gust of Air via Talents
Add a new talent Feral Attunement
- Feral Elementalist
X min Cooldown
Your bond with the elements reaches perfect harmony allowing you to cast spells in your ghost wolf form for Y seconds. Shapeshifts
you into ghost wolf form when activated.