No core profession should be balanced around an optional elite specialization.
Well, the game has been out for a fe year now and I was wondering if it was not the time to look back at some core profession skill type that seem to be slightly inconvenient to use in the game as he is. I’m talking about :
- Conjure weapon (elementalist)
- Spirit weapon (guardian)
- Spirit (ranger)
As they are these 3 kind of weapon suffer from there initial design which is not really fit into the overall gameplay of the game.
I’ll just make a simple suggestion for each which would, in my view, give a few more use for thoses skills :
- Conjure weapon : Make those skill summon only the carried weapon baseline (CD reduced to 40 seconds). Traited, these skills would summon a second weapon just like it does actually (this is an effect worthy of trait).
- Spirit weapon : Baseline, these skill would only preset there “active” skill in our utility bar (the guardian would use it’s own spirit to display the effects). Traited, it would summon the weapon just like it does at the moment.
- Spirit : Baseline, these skill would only preset there “active” skill in our utility bar. Traited effect would work just like it does at the moment.
The idea is mainly to change those skills into selfish and easy to use skill and allow us to transform them into strategical support skill when traited. The fact that they are baseline strategical support skills is what hinder those skill and prevent player to use them healthily.
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