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Originally Posted by Symbol
Note that almost every other class has a way around this. The bonus damage from physical attack skills mostly ignore armor and many add an armor penetration % to the base attack. Warriors have strength. Necromancers, monk, and mesmer damage ignore armor altogether. Theoretically you can balance this by making the base damage higher to compensate, and on paper that's what Anet has done, but almost all the big damage skills have horribly long recharges and and/or cast times.
I don't know what can be done about this short of a complete rebalancing of elementalist skills. Since this is unlikely I suggest a quick fix, add armor penetration to elementalist spells for each point above 12 in the related attribute, say 2.5% per point.
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Couple problems with this. The first one is the big damage comes in parts and in multiple augmentation sources for the physical attackers, making the upfront versus over time arguement difficult at best. Many forms of attack that ignore AL are conditional, but some of them are not. Another issue with going bigger is that when you face a low AL, is the one shot death scenario which does not promote good gameplay in this format, even though with the cast, cost and recast times suggest that damage up front spells were overbalanced versus over time. Even if the spell damage goes bigger and the cast times stay the same or get longer, they are still hamstringed by things like protective spirit, reversal of fortune, and others much more than every other form of attack.
Either you ramp up the current skill sets to be more chainable to compete with the physical attackers, which as a byproduct makes them more efficient as well; or you create other skills that compliment the elementalist skills that ramp up the damage in the same fashion that their physical counterparts have. Alot of the skills are sub-par within the same class lines, so perhaps a little of both is in order, but its hard to say considering there hasnt been much talk lately of what is going on over at ANET.