Conj weap, why can't they be like eng kits?
The cd is usually up by the time I use my conjured weapon and the second one with the exception of the fire sword. The difference here is that other players can also use them.
Also, I would never want to exclusively use a conjured weapon. I see them as yet another set of 5 skills to use in addition to my 20, so the cd doesn’t really matter.
I see them as a magical item that gets used up. It would be weird for it to last forever without needing to be “recharged”.
As an asura, I do this all the time.”
Maybe I abuse them a bit more, I always end up having to wait fore I resummon any of them, and why would it be so terrible to make it a kit like the eng have, so people like me can have their cake, and so could people like you, Tab would drop it at any time, just like the kits.
Remove the stat bonuses and make them like engi kits.
Bam, suddenly you might actually see them used over a third cantrip.
(Not concerned with PvE here.)
I guess the big problem I have with it, is that other classes get side weapons, they can use indefinitely, why can’t elementalists, thematically speaking it doesn’t fit. Banners on warriors, kits on Eng, why not Conjured weapons on elementalists?
Cause the fiery greatsword hurts like a kitten, I LOVE when my ele teammate gives me one cause i can do 10k with the whirling with creative use of steal (another 4k) to keep within whirling range and manage to pull off 8 hits which an ele could do with lightning flash. The autoattack hits around 1.6-2k with each fireball on squishies. The ice bow is well… if it destroys graveling mounds as fast as it does in ac then with crit damage, I’m sure it would hurt in a teamfight.
The fiery greatsword is an exception as it is an elite skill, and IMO any sweeping changes done to conjured weapons should not apply to it without first considering the implications.
Your point about the ice bow, however, is kind of moot. Yes the #4 attack does hit hard, but it is limited by the long cooldown which is enough of a constraint – even with infinite charges on the ice bow it wouldn’t be spammable. The other abilities on the ice bow are also pretty bad.
The problem with conjured weapons is that nobody has any use for them – maybe they are to be used for 1-2 strong attacks (e.g. Ice Bow #4)? But then their long cooldown makes it so slotting something like Glyph of Storms might be superior.
Maybe they can be used to make up for a gap in the ele’s build, such as hammer on a staff ele for some close-ranged action? They kind of suck for that as conjured weapons have relatively few defensive skills and lock you out of attunements.
If you are fond of the weapons, use the trait Conjurer for additional 10 charges.
And if Anet ever tones them down, they truly will be worthless. Currently many of them are lacking in many ways (mostly damage and defensive skills), and even the Frost Bow I find too petty, as the auto attack fires incredibly slowly and has little to no damage potential (auto attack, still). Once you use up the better skills, you drop it.
Instead of making them like kits, they should just increase the charges of the weapon. The Lightning Hammer vanishes extremely quickly, for instance.
It would be stupid to make them like engi kits. That would mean that we will get ANOTHER 5 to 20 skills extra on top of our 20 weapon skills. Engi’s only have 5 weapon skills. They dont swap attunements. That’s why they need kits to be fast without cd so they can be on par with other classes.
Don’t get me wrong, conjures are basically useless and they need some sort of fix or I rather have it replaced with something else.
No they shouldnt be like engie kits (we cant have everything :P)
Imo they need lower cd,lower casting time.The fact that your teammates can pick them up is making up somewhat for their drawbacks but its not quite enough yet.
Also i dont pve very often but i did fractals some time ago and i managed to stun a boss with ice bow 5 when it seemed to not have run out of defiant stacks.
Is this possible or it was something random and i didnt notice that there were no d stacks??
I’d love to see each conjured weapon have attunement specific skills, just like our regular weapons. Charges are fine, but some defense would be nice.
yeee great idea .. like engi kits … so instead of “standart” 20 skills ( while every class have 10 and engies only 5 ) u can get up to 60
sounds balanced ….
Maybe they can be used to make up for a gap in the ele’s build, such as hammer on a staff ele for some close-ranged action? They kind of suck for that as conjured weapons have relatively few defensive skills and lock you out of attunements.
Hammer on Staff ele is actually quite nice. Especially now that Fire Aura provides Might because you can quickly hit 25 stacks of Might under the right circumstances (eg, fighting zergs or tower offense/defense). The additional stuns, knockbacks, and dazes are great, too. I do wish conjured weapons were faster to summon, though.
Dont forget, our conjures also let us swap attunements – providing boons, heals, damage, etc. I actually forget whether our sigils still function… I’ll have to test that out.
(edited by Kaleden.9386)
They do still function. Or at least, they should. Was changed in a patch a while ago.
I’ve been trying to use lightning hammer in my build. It’s ok, but sometimes it doesn’t feel very useful.
It’s a pain to activate because it has a ground targeting reticle and it has a cast time.
It seems like it could use something, perhaps they should scrap the concept of dropping them for other and increase the charges and remove the cast time.
I’ve been trying to use lightning hammer in my build. It’s ok, but sometimes it doesn’t feel very useful.
It’s a pain to activate because it has a ground targeting reticle and it has a cast time.
It seems like it could use something, perhaps they should scrap the concept of dropping them for other and increase the charges and remove the cast time.
Use smartcast. I love conjuring them for others, they really do great things when combined with quickness.
OR just allow weapon swap between conjure items and the normal weps. Each swap uses a charge.
I am not interested in what was said before, i dont wanna create a new thread and its a suggestion about conjured weapons, so i will post it here.
Pls make the conjured element depending on the actual attuned element, for example, “Conjure Axe” will create an axe with the actual lava skin and the effect “Conjure Flame” for increased Power and Malice while attuned to fire, but the skill “Conjure Bow” will also give this effect and a lava bow, while attuned to fire. This would mean far more fun with conjured weapons, i dont know about balancing issues, but i also do not onlyhope to see it too soon, if you would really make this. The attacks would be alternate skills of existing ones (Icy Axe would make the ice field of the staff, lava bow the storm of the fire glyph of storms) and the new skins will make enough players happy.
yeee great idea .. like engi kits … so instead of “standart” 20 skills ( while every class have 10 and engies only 5 ) u can get up to 60
sounds balanced ….
I never understood this line of thinking
are you suggesting that a player can juggle 60 skills and not have their brain melt? (and it’s 40, we get 20 from our weapon, 5 from each conjure, 4 usable utilities makes 20)
if a player kills you using 40 or 60 skills, you DESERVE to die, because someone who can juggle that many things AND still beat you is quite simply a good player, it wouldn’t be OverPowered, you would just be OutPlayed
and someone taking 4 conjures is giving up all their cantrips for more skills, so a player who did that would have absolutely no stunbreaks, no escapes and no attunements since theyre using the conjure
yeee great idea .. like engi kits … so instead of “standart” 20 skills ( while every class have 10 and engies only 5 ) u can get up to 60
sounds balanced ….
I never understood this line of thinking
are you suggesting that a player can juggle 60 skills and not have their brain melt? (and it’s 40, we get 20 from our weapon, 5 from each conjure, 4 usable utilities makes 20)
if a player kills you using 40 or 60 skills, you DESERVE to die, because someone who can juggle that many things AND still beat you is quite simply a good player, it wouldn’t be OverPowered, you would just be OutPlayed
and someone taking 4 conjures is giving up all their cantrips for more skills, so a player who did that would have absolutely no stunbreaks, no escapes and no attunements since theyre using the conjure
pshhh you obviously never played magicka.
Bazillion spells
And numbers isn’t the problem, anyone can start shuffling numbers(skills in this case) with practice.
The argument of “oh you have to manage 40+ skills at once” is silly, its not like you are going to make them all go on cooldown persistently.
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
(edited by LieutenantGoogle.7326)
They should just have the charges completely removed.
Leave the cooldown as is. Maybe change numbers on a few things to account for the unlimited charges.
Some conj weapons could be unlimited charges, with no cooldown, just like engi kits, and people STILL wouldn’t bother using them. It’s silly
yeee great idea .. like engi kits … so instead of “standart” 20 skills ( while every class have 10 and engies only 5 ) u can get up to 60
sounds balanced ….
I never understood this line of thinking
are you suggesting that a player can juggle 60 skills and not have their brain melt? (and it’s 40, we get 20 from our weapon, 5 from each conjure, 4 usable utilities makes 20)
if a player kills you using 40 or 60 skills, you DESERVE to die, because someone who can juggle that many things AND still beat you is quite simply a good player, it wouldn’t be OverPowered, you would just be OutPlayed
and someone taking 4 conjures is giving up all their cantrips for more skills, so a player who did that would have absolutely no stunbreaks, no escapes and no attunements since theyre using the conjure
pshhh you obviously never played magicka.
Bazillion spellsAnd numbers isn’t the problem, anyone can start shuffling numbers(skills in this case) with practice.
The argument of “oh you have to manage 40+ skills at once” is silly, its not like you are going to make them all go on cooldown persistently.
I have played magicka, and there is exactly one spell, the arcane steam lightning beam ;P
if “oh you have to manage 40+ skills at once” is silly, and we’re not going to be using them all on cooldown, then the argument that “you will have 40+ skills” is just as silly, since we won’t be using them all
one suggestion could be this: a trait in the arcane tree that doubles the time and charges of the weapons, at the cost of not creating an environmental weapon
The thing about conjured weapons is that they’re only good for a few skills before cooldowns render them useless. ‘Cept maybe the Lightning Hammer, it hits pretty hard. The Fiery Greatsword isn’t particularly limited by recharge times, but its skills aren’t all that good.
Point is, even if they had unlimited charges, I’d generally still drop them after using a few skills. THAT’S why I like the idea of conjure kits.