Hello community, hello Anet-Staff.
I know this problem is as old as the class elementalist on its own. Every class seems to have one or two sets of utilities that are just plain bad for pvp. Therefore I appreciate Anet’s efforts to buff those utilities to make them viable. Up to now conjures recieved two major changes (passive stats when wielding a conjure and the skill-remodelling in the last patch), so it’s clear that you guys want elementalists to make use of conjures, not only in PvE but also PvP.
Like said, I appreciate your efforts, but sadly I think you’re approaching the problem in a wrong way. The problems aren’t that the spells are bad or the weapons deal too little damage or add no utility. The real problems are the following:
- Conjures contradict with our class-mechanic. Eles have 20 spells, therefore it hurts even more if we lock ourselves out of those spells replacing them with only 5 new ones (which are not bad – it’s just a bad exchange to give up your whole class-mechanic for a set of 5 new spells which are mostly on par with your other spells) and we even invest an utility-slot to do so.
- PvP (especially in GW2) is very fast-paced. We need to be able to cast a blind or a block or invulnerable, etc. exactly when it’s needed. Conjures however, are slow. We have to cast them (even with a targeting-circle) and then wait for the skills to be ready. While casting them we can even be CCed giving them an even greater cooldown.
Example earth-shield:
The AoE-pull or invul are really great spells, making it a potentially powerfull utility-slot (in theory way better than mist-form for example). However the problem is – in order to make use of these spells we have to already wield the shield to activate the skills when they’re needed. When there’s burst incomming and I first have to cast the earth-shield to get the invulnerability-spell I might already be dead until the cast is finished.
On the other side, running around with an earth-shild permanently makes you laughably weak. The class with 20 spells is suddenly restricted to 5 spells, locking them out of any support, heal and the huge range of combo-fields and finishers. Just imagine any other class being restricted to 1/4 of their spells – it just won’t work. - I don’t know why you make additional restrictions for using conjures by adding a time-limit and charges to them. I think locking yourself out of all other spells is restriction enough. To justify charges/time-limit conjures aren’t strong enough. All their spells can be found with some variations on normal weapon-sets of ele or other classes, so why further restrict the use of them? As far as I know engi-kits aren’t restricted at all.
In order to make conjures viable in PvE (Lightning Hammer) we even have to specc 20 into fire for extra charges, otherwise lightning hammer may be useless even in PvE.
As you can see still nobody plays with conjures in PvP and still there’s only LH in PvE (and occasionally Frost-Bow for the AoE only). In order to change that I suggest that you either consider to implement some of the suggestions made by the community or give up entirely on trying to make conjures viable, since it’s a waste of time (as you have seen with your two attempts until now).
Possible solutions to the problem (you don’t have to implement all of them, they’re just ideas):
- I think the best solution might be to make conjures work similar to engi-kits (for ele only, the second conjured weapon that can be picked up should still have charges, so we don’t get a group of 5 people with all of them permanently wielding LH).
- The 5 spells of the conjure could either replace the spells of one attunement: Lava-axe replaces fire-spells, frost-bow water, lightning-hammer air and earth-shield earth or enable the weapon-switch which is standard for other classes (giving you 25 spells in total). You can switch to the new conjure-spells like you could switch to the normal attunement.
- Switching out of the conjure won’t cause it to be lost. This way the conjure can be cast pre-combat and is ready when it’s needed. The attunement-swap and attunements themselves stay the same with same CD, proccs and boosts through traits etc.
- Make them at least insta-cast (even FGS).
- Remove the time-limit and/or charges (since fiery greatsword is extremely powerfull I suggest to either nerf its spells a little or keep the charges on it anyway)
- Adjust some traits to make builds viable that make excessive use of conjures (like making piercing shards work for conjures only not for water only – since it’s used for LH only anyways), there are many traits that are rarely used – remodel them to boost conjures. If charges are kept the additional charges from the trait conjurer should be standard (25) and the trait itself can be redesigned. It should actually boost conjures and not be the only option to make them viable in the first place.
[continued in post 2]
(edited by Gorni.1764)