I personally think that the Elementalist Class is very well thought through. The flexibility you get with damage types and ability combinations is great.
Ritualist and Warlock are a step in the right direction for me, but not as good because they don't have the same level of flexibility, and Spirit Damage is notably missing from all of these sub-classes.
I'd suggest removing summons from Warlock and pathing it out into damage/debuff/lifestealing using mostly blight and spirit damage variation. Then move summoning under Support and give that class Control (AoE)/Summoning (Nature or Undead)/ Healing as paths.
Readers of my other suggestions will likely pick-up on the theme here that I think the game should provide comparable (if not equal) opportunity for someone to do any playstyle with any element/affinity... At present, I see the Elementalist class having much better Synergy with Combat Spells and Unit enchantments than the other two magical Hero Classes.
Ritualist and Warlock are a step in the right direction for me, but not as good because they don't have the same level of flexibility, and Spirit Damage is notably missing from all of these sub-classes.
I'd suggest removing summons from Warlock and pathing it out into damage/debuff/lifestealing using mostly blight and spirit damage variation. Then move summoning under Support and give that class Control (AoE)/Summoning (Nature or Undead)/ Healing as paths.
Readers of my other suggestions will likely pick-up on the theme here that I think the game should provide comparable (if not equal) opportunity for someone to do any playstyle with any element/affinity... At present, I see the Elementalist class having much better Synergy with Combat Spells and Unit enchantments than the other two magical Hero Classes.
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