Well, I play a hydromancer. The one thing I've noticed is that as soon as I'm targeted by nearly anyone, there's nothing I can do about it. A ranger will interrupt me. A mesmer will interrupt me, Backfire me, or drain me. A warrior will just tear me to pieces-- although with snares and Trident, I can at least keep the warrior away from me. (Not that I can deal any lasting damage to him.)
Deep Freeze does 90 damage at 16 Water, by the way. Ice Spikes does 84. I don't use Shard Storm because it's a projectile, and I hate dealing with line of sight/dodging crap.
Anyway, the problem with hydromancy at least, and probably other lines, is that elementalists have no good way of healing themselves or protecting themselves, plus huge cast and recharge times mean that you can easily be interrupted and have a useless skill slot for 15, 30, even 60 seconds. My secondary is necro, which doesn't help me too much anyway, but even if it wasn't most elementalists take 16 [element] Magic and 13 Energy Storage, leaving 6 attribute points left over, so our element spells have the maximum effect.
Another thing is that frankly, I don't deal all that much damage. Rangers may as well be immune to anything I cast with their freaking 120+ elemental armor (correct me if I'm wrong). Monks can outheal it. Warriors can outlast it long enough to get to me and pound me into submission. Air and fire ele's can outdamage it. Mesmers can interrupt or prevent it. I can usually take down necros, but that's just because they have many of the same problems I do.
Water has four elites. Ward Against Harm is pretty good-- makes fire magic laughable, for instance. Water Trident is solid, although I recently switched to Ward for my standard elite slot. Mist Form is okay, but the 2-second cast time makes it impractical when you're actually under attack, plus you can still suffer all the various effects of physical damage that screw you over (interruption, knockdown, etc.). Mind Freeze is complete crap, nobody ever uses Mind Freeze.
However, water does shine in PvE. Preventing virtually all casting in a decent area for 10 seconds is hugely beneficial. Maelstrom + Ice Spikes + Deep Freeze = a ton of damage, in an area, plus the interruption (which is really more important, otherwise you'd just use fire). Also, I think just because water is so versatile, it can fit into some complex team strategies better than the others. Air is really just spiking damage, and screwing up warriors a little (although Blurred Vision, which is AoE and you can keep up as long as you have the energy, is way better than Blinding Flash). Fire is nothing but AoE damage, not that useful in PvP. Earth... well, okay. I'll grant that earth is as good as or better than water in most respects, but water may have a more reliable damage output.
I just can't believe that in a game like this with so many possibilities, such a versatile line as Water could be useless. Overpriced? Mostly, yes. Unwieldy? Definitely. Useless? I don't think so. If I played in an active PvP guild, I'm positive I could come up with a lot of solid builds utilizing the hydromancer. If anyone can support/refute this, I'd be glad to hear it.
S
