Permanent Conjured Weapons
GW already has those. They are called “kits.”
Elementalist is now the fastest profession because fgs. Then they get nerfed, they increase the cd of rtl to 80 sec if not hitting a target, then they nerf back fgs, and forget to undo the changes to rtl. I can see it coming.
Elementalist is now the fastest profession because fgs. Then they get nerfed, they increase the cd of rtl to 80 sec if not hitting a target, then they nerf back fgs, and forget to undo the changes to rtl. I can see it coming.
RTL nerf is one of the worst things (maybe the worst) that was ever done to the Elementalist class. And remember, it wasn’t one nerf, it was multiple-nerfs…… I always lose my nerves when something/one reminds me….
Elementalist is now the fastest profession because fgs. Then they get nerfed, they increase the cd of rtl to 80 sec if not hitting a target, then they nerf back fgs, and forget to undo the changes to rtl. I can see it coming.
RTL nerf is one of the worst things (maybe the worst) that was ever done to the Elementalist class. And remember, it wasn’t one nerf, it was multiple-nerfs…… I always lose my nerves when something/one reminds me….
there was a d/d ele meta a long time ago, they hit hard and took way more damage than they should have been able to take, and if anything didn’t go their way they would simply click RTL and you’d NEVER catch them, RTL needed the nerf.
and the d/d eles are now back in a similar unkillable heavy damage situation thanks to might/celestial, i’m glad they don’t have the old RTL.
This sounds like an idea that would end…if not badly, not the way it was intended to.
Engineer Kits are a lot like permanent Elementalist Conjures, except they can’t be shared and don’t give stat bonuses, after all.
Engineer is also the only other class without a Weapon Swap ability, because of these. The Engineer’s hand weapons (of which they have a total of four possible combinations, counting both on land and in water) were intentionally made weak for the same reason – the versatility that Kits provide.
In essence, the class is shaped by Kits, to the point that it feels like the only reason they aren’t the profession mechanic is because the Elementalist has Attunements.
All Engineers are given almost no weapon choice, weak hand weapons, and no weapon swap (not that we have much to swap to with our whole three on-land weapon sets and one water weapon), because of an entirely optional, overemphasized skill set.
Do you want the Elementalist being nerfed into the ground because of the extra versatility permanent Conjures would provide? The balance team would add every Conjure they could to the skill bar, and then balance around the availability of the resulting forty-one or so skills.
Elementalist is now the fastest profession because fgs. Then they get nerfed, they increase the cd of rtl to 80 sec if not hitting a target, then they nerf back fgs, and forget to undo the changes to rtl. I can see it coming.
RTL nerf is one of the worst things (maybe the worst) that was ever done to the Elementalist class. And remember, it wasn’t one nerf, it was multiple-nerfs…… I always lose my nerves when something/one reminds me….
there was a d/d ele meta a long time ago, they hit hard and took way more damage than they should have been able to take, and if anything didn’t go their way they would simply click RTL and you’d NEVER catch them, RTL needed the nerf.
and the d/d eles are now back in a similar unkillable heavy damage situation thanks to might/celestial, i’m glad they don’t have the old RTL.
You just described any warrior with a greatsword (they never got rush nerfed and it is 16s traited), as well as a ranger with greatsword (9.5s traited, swoop hasn’t been nerfed either). So why were those two allowed to run while your suggesting RTL was a problem?
https://www.youtube.com/watch?v=6q3em9s5I4c
Never gonna happen, it would be overpowered.
This sounds like an idea that would end…if not badly, not the way it was intended to.
Engineer Kits are a lot like permanent Elementalist Conjures, except they can’t be shared and don’t give stat bonuses, after all.
Engineer is also the only other class without a Weapon Swap ability, because of these. The Engineer’s hand weapons (of which they have a total of four possible combinations, counting both on land and in water) were intentionally made weak for the same reason – the versatility that Kits provide.
In essence, the class is shaped by Kits, to the point that it feels like the only reason they aren’t the profession mechanic is because the Elementalist has Attunements.
All Engineers are given almost no weapon choice, weak hand weapons, and no weapon swap (not that we have much to swap to with our whole three on-land weapon sets and one water weapon), because of an entirely optional, overemphasized skill set.Do you want the Elementalist being nerfed into the ground because of the extra versatility permanent Conjures would provide? The balance team would add every Conjure they could to the skill bar, and then balance around the availability of the resulting forty-one or so skills.
engineer can receive swiftness on weapon/kit change. Also, Engi can get vigor whenever it gets swiftness.
This sounds like an idea that would end…if not badly, not the way it was intended to.
Engineer Kits are a lot like permanent Elementalist Conjures, except they can’t be shared and don’t give stat bonuses, after all.
Engineer is also the only other class without a Weapon Swap ability, because of these. The Engineer’s hand weapons (of which they have a total of four possible combinations, counting both on land and in water) were intentionally made weak for the same reason – the versatility that Kits provide.
In essence, the class is shaped by Kits, to the point that it feels like the only reason they aren’t the profession mechanic is because the Elementalist has Attunements.
All Engineers are given almost no weapon choice, weak hand weapons, and no weapon swap (not that we have much to swap to with our whole three on-land weapon sets and one water weapon), because of an entirely optional, overemphasized skill set.Do you want the Elementalist being nerfed into the ground because of the extra versatility permanent Conjures would provide? The balance team would add every Conjure they could to the skill bar, and then balance around the availability of the resulting forty-one or so skills.
engineer can receive swiftness on weapon/kit change. Also, Engi can get vigor whenever it gets swiftness.
Only if traited (and only when swapping to kits), and that combination’s seen nerfs to prevent permavigor.
Also, that’s with a maximum of thirty skills, if every slot that can have a kit has a kit (five weapon skills, twenty Kit skills, one Elite and four Toolbelts). With forty-one (twenty weapon skills, twenty Conjure skills, one Healing skill), the balance team would just straight-up go ham on everything the Elementalist has because some of them would go for full Conjure builds – starting with, going by the only other class with a similar permanent weapon-swap mechanic, ‘they don’t give bonus stats anymore, they don’t get to be shared,’ and ending with ‘and you know what, can we just make these the new Attunements and give them, sort of, subskills for their new profession mechanic? Maybe get rid of some of these weapons they can use, to make sure they use these things?’
To be clear, this isn’t a ‘woe is the Engineer,’ it’s a ‘this is what they do when they think some builds will have, or already have, too much versatility.’ They structure things around the availability of the ‘versatile’ builds, and if you don’t use the things they structure around, you’re stuck with what’s done because they’re available all the same.
So, I guess this is “Woe is the Engineer who doesn’t use Kits, are you absolutely sure you want to inflict reliance on a set of completely optional utility skills on your class, given Anet’s track record with very similar things?”
Elementalist is now the fastest profession because fgs. Then they get nerfed, they increase the cd of rtl to 80 sec if not hitting a target, then they nerf back fgs, and forget to undo the changes to rtl. I can see it coming.
RTL nerf is one of the worst things (maybe the worst) that was ever done to the Elementalist class. And remember, it wasn’t one nerf, it was multiple-nerfs…… I always lose my nerves when something/one reminds me….
there was a d/d ele meta a long time ago, they hit hard and took way more damage than they should have been able to take, and if anything didn’t go their way they would simply click RTL and you’d NEVER catch them, RTL needed the nerf.
and the d/d eles are now back in a similar unkillable heavy damage situation thanks to might/celestial, i’m glad they don’t have the old RTL.You just described any warrior with a greatsword (they never got rush nerfed and it is 16s traited), as well as a ranger with greatsword (9.5s traited, swoop hasn’t been nerfed either). So why were those two allowed to run while your suggesting RTL was a problem?
Exactly, that was a great example of nerfing something which is not causing the problem…..
Yeah, the class can survive if played correctly, although it has the lowest base armor and health in game, let’s kill it’s mobility, that will solve it because it can’t catch anybody anymore….. It was 12 secs (traited) to 20 secs (traited) and after the second nerf, it’s 40 secs if used as mobility skill. Seems fair when you compare it to said examples of Ranger/Warrior/Thief, right?
/rant
Edit: It was also originally 1550 range, which makes it a third nerf (but that was considered a bug, so I can live with that.)
(edited by STRanger.5120)
The conjures are balanced against limited usage and sharing with other players. If you remove usage limits, you need to remove the enhanced powers. After all, there is an elite conjure weapon … and elites are balanced to be 100% uptime.
I could see an argument for removing either the duration or the charge limits. Not both.
I would like to see a trait that gives each conjure an associated boon or effect. Imagine if conjuring a shield gave you a stability boon or if summoning lightning hammer also blasted the field it landed on. I’d love to try an ele conjure build.
I would like to see a trait that gives each conjure an associated boon or effect. Imagine if conjuring a shield gave you a stability boon or if summoning lightning hammer also blasted the field it landed on. I’d love to try an ele conjure build.
The shield might actually get equipped, then.
I don’t even know what it does because I have literally never seen it used.
The shield bleeds, has one block, has a rush+cc , a pull and has an invulnerability skill. Theoretically it’s a great conjure, in practice it tends to be a bit slow, like how lightning hammer is great for pve but not pvp. I’ve actually used it against Mai Trin to strip her defiant stacks, pull her into the captains’ shield stripping lightning fields and defend against her when she tries to shadowstep to me.
(edited by Plexxing.2978)