I'd make PvE Support Elementalist more viable with as little direct effect on other Ele builds as possible. Mainly by focusing on revamping a few of the signets and underused Specializations that wouldn't be taken unless you're already supporting. Rework the Signet of Air passive to provide x% chance of lightning bolt strike on a hit/critical hit for the party (Power based, using the allies stats), Active: 1-2 second daze/stun. Signet of Water Passive: remove 1 condition cleanse every ten seconds in AoE for 5 people (15 second CD in WvW/PvP?), Active: 2 AoE CC cleanse Signet of Fire should probably be left alone. It's in a good place now for offensive Eles where some builds use it and some don't. Signet of Earth, on the other hand, isn't isn't in such a great place and is almost never taken. Having it's passive be x% chance of bleeding on hit/critical hit for the party (based on the allies stats) would give it priority in some nice comps at least. Active: Take the immobilize up from 3 seconds to 4 seconds or give it a 2 second knockdown for the increased break bar damage. Add 5-10 man Fury somewhere in the Earth Specialization. Strength of Stone (small Toughness->condition damage converter) would be a good trait to trade out. It's very underwhelming compared to everything else on that tier. (Even in PvP+WvW) Add a useful +150 stat to Party Bonus to either the Earth or Water tree. +Condition Damage added to the Earth Specialization or Expertise added to either makes the most sense. Toughness is another option, but would see much less use in PvE. Since a lot of their buffs and the majority of their healing are tied to auras/shouts, they also have to carefully weigh the number of signets they would take. More than one or two and it'll be quite challenging to keep up your buffs. On top of that, the Ele would have to run boon duration gear since they can't effectively use Sigil of Concentration, which prevents them from adding in any significant damage. This would help in keeping it restricted to supports and preventing power creep. *edit: Another way to handle the Air and Earth Signets would be to have it so that the damage is stored up and released when you used the Active. (The CDs for those two would need to be lowered significantly to prevent massive spike damage) Since it wouldn't be storing up damage while on CD, you would almost need the Earth trait Written in Stone (Signets passive works on CD) to fully make use of them. This would discourage DPS Eles from picking up Signet of Earth and Air to give their party an extra boost, since they'd also need to take the earth tree to compensate. It would also differentiate it from the druid's AoE damage support as a single target damage support. The effects for the Air Signet could be a single target bolt of lightning that does power damage and the Earth, a spike from the ground that causes bleeding.