Fell Whoa buddy. Resists your stun? Whoa whoa, getting too far ahead of yourself there. Elementalists don't have stun. They also can't take a few steps and root the mob, and they don't have rune skin to face tank it. So yeah, I guess they really do need to "Just have SoW" or die, or hope for a gate. Nice job though. Someone else posts about charming elementalists and how unsafe it is, and you disregard that by just saying enchanters just run away (when we all know there's way more). When I call you out on it, you start saying what we all know enchanters actually do, which is stun and remez, or use root and remez, or somehow control the situation so they can recharm because they have so many tools to mitigate a charm break, and the point the original person was making is that elementalists don't have any of those things to do that, therefore charm is completely unsafe unless you're in a group. So yeah, this guy. Don't be like that, it's not a good look. Like pulling teeth.
As far as back on topic, elementalists having root wouldn't break the game. Swap it from the earth pet to the caster, and then give the earth pet something to assist the group with, like a shield it can only cast on someone else and not on itself. It would be a nice first step towards shifting more utility and group friendly spells onto the pet, which is something they needs to be looked at for all pets, so that each pet is very distinct and has different roles. Elementalists as a whole may be good at doing one particular thing, but it is a very boring, very lackluster, very uncreative playstyle, and the class is only about 1/3rd finished, and there is a way to finish out the class, make it more interesting, and not make it any more powerful than it currently is.
Most of what the class does at 60 to be effective is make your pet attack, and then make manastone stacks, and pass out bandages to everyone else. Elemental Bolt is seriously broken in the worst way and not all that useable, and companion smite is terrible. The weapon summons are bafflingly done now and completely invalidate all weapon summons except earth mallet. There is no reason to ever buy anything else except earth mallet, and the weapons never were very good in the first place. Master of Elements is still useless and broken and has no reason to be on the bar even though it is a 20m cooldown capstone ability. Elemental Resurgence is bugged. Fire elemental still has no role or use cases and the aura is terrible. Summon throwing dagger and arrow summon 20 at a time, and archers make 100 arrows in half the time, so those spells don't get used and may as well not exist. I grouped with many archers and never have I been asked for arrows. Let's not even get into the fact that there are hardly any elementals to use lull/terrify/beguile/sooth elementals, and even in a raid situation you would almost certainly rather have an enchanter doing those things anyway, because again, you probably need to make manastones for your wizard and clerics.
The class has a pet that does good damage. And they have bandages, which make everyone else better, of course. So, sure, it's functional, but so many things are just pointless, and so you don't really need to make any choices on your spell bar, not like other classes. You can have practically the same spell bar set up from 20 to 60, and the only thing you'll ever really change is maybe choosing between having the convenience of summoning more bandages when your shaman asks them versus putting dispel magic on your bar. In fact, using Dispel Magic was one of the most fun and engaging things I ever did leveling and in all content of the game, because I always had it on my bar and most people didn't because they have too many good things to put on their bars, so there's no room to have dispel magic in the niche cases it comes up. And it is niche -- I was almost hoping every mob I saw would cast fear just so I could dispel it. After all, I always had it, because what else am I going to put there?
People who don't play this class don't understand just how much "stuff" is missing from this class. They don't understand because it wouldn't make sense, would it, for things to be like this? And what "stuff" you ask? I don't know, that's for the person doing the rework to decide. I have plenty of ideas and have submitted many things that would be very easy to implement. But at the end of the day, I would like to have meaningful choices in my spell selections, and you just don't get that on Elementalist. If that's the intention, then this is a poorly designed class. It doesn't have to be busy, but it should take some thought.
This turned out to be a bigger post than I meant. I know you and several others think (based on your posts) that I'm just some skilless moron and I don't know anything. Despite my 800 hours in the class and going out to test hard numbers with other level 60s, collecting data, trying out things, testing in different areas, doing all raid content, trying to be helpful to questions, gathering other 50+ elementalist opinions many of whom leveled multiple Ele to 60 in alpha and have spent three times as much time on the class as me, writing out submissions, being vocal about bugs, advocating for other classes and never downing on someone else's class woes.. I care about this game. I care about this class. I want this class to be a fully realized vision and class fantasy, and currently it fails at that. I sometimes feel like there are a significant number of people who play this game that would be happy if their class rework removed all of your skills and abilities and replaced them with a single button that did 1000 damage every 1 second. Would it be good? Yes, it would be the best thing in the game. But it would be badly designed and not "a good class," for many reasons.