It is that time again. Today’s highly scientific categorization method splits out the mage archetypes who can take the most beating. Summoners manage it by taking the beating by proxy, and harbingers manage it by actually being relatively durable for a clothie.
Mages are unique among the callings for having two full blown pet souls. If you combine the two, you can still only maintain one pet at a time – but you do get other synergy bonuses. So that’s fun.
Each point spent in Elementalist increases damage by 0.5% and pet damage by 4%.
Elementalists are a pet class who as their name implies can’t pick a damage type and stick with it. They do the most varied damage of the mage archetypes: earth, air, water, and fire. And they have summons to go with it. This makes them overlap nicely with a large segment of the other souls.
As a zero point class, Elementalists get a Lesser Earth Elemental. This is a basic tank pet that caps out at level 30 like all other basic summons. I find it the least useful summon these days – barely being able to maintain aggro for the summoner in single target pulls, much less tanking for a group or aoe pull. The upgraded version is significantly more reliable.
The lesser elementalist tank pet is technically almost identical to the lesser necromancer tank pet – but it still feels weaker. This is largely due to differences between elementalist and necromancer mechanics – and in differences between a zero point and an eight point ability. I’ll get into this more when we revisit these souls for tier 2.
For zero points, Elementalists also get their primary bolt, Crystalline Missiles, which does straightforward earth damage with a 2 second cast time.
Continue reading rift soul breakdown – mage – tier 1, sturdy