Change the Conjurer trait

Change the Conjurer trait

in Elementalist

Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

Your conjured weapons have 10 more charges. You can now weaponswap between your conjured weapon and your normal weapon(s) until its summoned time or charges run out. Weapon-swapping has 10 seconds cooldown.

Auras on Conjures don’t make sense anyway and this would go a long way to maybe make a conjured weapons playstyle viable (outside of using frostbow 4 in pve).

Last of the Red Hot Swamis

Change the Conjurer trait

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Hey there. Conjure Elementalist here.

I discourage people to pick that trait. It’s not very good indeed. I must add however that Conjurer + One with Fire is close to be viable: the annoying part is how Fire Aura does not stack in duration since you end up stacking it with that sort of trait.

Instead of extra charges, it seems to me that a cooldown reduction for conjures out and inside would be appreciated. (Out = the cooldown on casting the conjured weapon) (Inside= the cooldowns within the conjured weapon).

Alerie Despins

Change the Conjurer trait

in Elementalist

Posted by: Axialbloom.8109

Axialbloom.8109

I hate that trait. Locks you into fire, when I want to be in water for conjures. It needs to be made baseline.

Change the Conjurer trait

in Elementalist

Posted by: Conncept.7638

Conncept.7638

I hate that trait. Locks you into fire, when I want to be in water for conjures. It needs to be made baseline.

I don’t agree on making it baseline, and in my opinion both conjures and glyphs need big changes far beyond traits and buffs/nerfs, but putting their associated traits in trees that actually make sense would be a great start.

Glyphs support, defend, and apply conditions, and they’re in air, the glass cannon tree. What? They would fit better anywhere else in all our other trait trees, Air is literally the only tree that has no thematic or gameplay tie in to glyphs.

Conjures are all over the place in their individual uses, but as a group are supportive, because of the dropped environmental weapon they create, and they’re in the DPS and damage amp tree… because that makes tons of sense. But in reality, all that’s a moot point since conjures will never be valuable in most gameplay until their mechanics are somehow tied in to the attunement system, or until they are ridiculously God Mode overpowered. Without some kind of method for use alongside attunements they are never going to be anything but overpowered or worthless, because the power they would have to have to justify losing 3/5ths of your skills is just insane. I mean look at icebow, the only commonly used conjure, has an ult-level CC and one of the highest and most consistent damaging AoEs in the game, and its support themed.

(edited by Conncept.7638)

Change the Conjurer trait

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I hate that trait. Locks you into fire, when I want to be in water for conjures. It needs to be made baseline.

If you think that you need the Conjurer trait to use conjures, you have not been paying attention!

Alerie Despins