Conjure Weapon Solution

Conjure Weapon Solution

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Posted by: Provost.6210

Provost.6210

It seems to be impossible to scroll through the pages of the elementalist forum and not see at least 4 threads about conjure weapons. I’ve made this suggestion a couple times, but never really fleshed out, so I’d like to proffer my own solution to the rampant frustrations plaguing these skills. I’m going to start by highlighting the problems, then give my solution along with why I believe it would successfully resolve these issues.

Problem #1: Picking up a conjured weapon limits you to one skill bar with one skill bar’s worth of cooldowns. This is why most people use it for one or two skills and then drop it.

Problem #2: Charges and duration times make it exceptionally situational. Guaranteed that someone who puts a conjure skill on their bar is only going to use it in a very specific context. Meanwhile another context may arise that would be perfect for using a different conjure skill, while there isn’t enough room in the skill bar to have it.

Problem #3: The long cooldown is an insurmountable obstacle to effectively using them in fast-paced situations like fights, especially in PvP. Outside of gimmicky builds that abuse certain mechanics, you never see conjured weapons used in such situations.

Solution
My solution has two parts, which I will mention first and explain below. The first part of the solution is to make a conjure weapon kit similar to an engineer kit; the second part of the solution is to make the conjured weapon change dependent on the current elemental attunement. There is, additionally, a third change, to the Conjurer trait, which I will also explain below.

The four conjure weapons (Flame Axe, Earth Shield, Frost Bow, and Lightning Hammer) need to be rolled into a single kit (similar to an engineer kit). The cooldown to equip this kit needs to be either:
a) equal to the cooldown on attunement swaps, with the reduced cooldown benefit from the arcana trait line; or
b) a static (but manageable) duration like 15 seconds or so, adjustable by the Conjurer trait (see below).
No charges will be applied to using the weapons.

The weapon you wield should be dependent on which attunement you’re in, and when you swap attunements your weapon should change. This means, if you’re attuned to fire when you switch to the kit, you get a Flame Axe, and if you change to earth while in the kit the weapon should change to an Earth Shield. The conjured weapon ability cooldowns should not be tied to the kit cooldown, but rather balanced separately.

The weapon you have equipped should give an additional F[x] ability, similar to the variable F[x] skills for an engineer. However, the only ability that should be active at any point is the one for the attunement you’re currently in. They should give an attunement-appropriate aura. For example:
In fire attunement with a conjured weapon, you gain the F1 ability Fire Shield (as Focus fire 5).
In water attunement with a conjured weapon, you gain the F2 ability Frost Aura.
In air attunement …. [so on and so on]

The idea behind this solution is to make the conjured weapon kit a pseudo-attunement, thereby integrating them into the extant class mechanics rather than having them haphazardly stapled onto the core class. Added mechanics like auras add synergy with the build possibilities.

Additionally, the Conjurer trait clearly has to be rethought. It should be moved to the Arcana trait line (preferably at master level to give something useful there now that EA is moving to GM) and increase the duration of auras generated by the conjured weapon F[x] abilities. Perhaps from 3 seconds to 6 seconds, or from 6 seconds to 9 seconds… the actual duration can be played around with. Alternatively, the Conjurer trait could reduce the cooldown on the conjured weapon kit… if it is given a static cooldown rate.

I believe that these changes, if implemented, would significantly increase the usage of conjured weapon abilities and increase their synergy with the overall class.

TL;DR
Make conjured weapons into an attunement-based kit with realistic cooldown.
Move the Conjurer trait to arcana and change it to increase aura duration or reduce kit cooldown.

(edited by Provost.6210)

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Posted by: Plexxing.2978

Plexxing.2978

Another possibility would be to have a trait that gives them additional effects on summon. For example: Stunbreak and stability for earth shield, blast for lightning hammer and water field for ice bow. I’d also like to point out there are 5 conjure weapon skills. The 5th is the Conjure Fiery Greatsword.

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Posted by: Kodama.6453

Kodama.6453

There exists a thread about this already. But nvm, making conjured weapons pulsing boons could be a good way to buff them. Maybe regeneration for ice bow and fury for lightning hammer. Axe already gives might on use so this change would make sense.

Making conjured weapons to kits is op (as I said in the other thread), because elementalist already has the most skills available at the same time and make them able to use conjured weapon skills whenever they want is simply too much. Although a trait to merge 4 utility skills in 1 slot? How are you going to fill the lost utility skills? That’s really huge impact, don’t you think so?

(edited by Kodama.6453)

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Posted by: Mattmatt.4962

Mattmatt.4962

Am i the only one laughting when someone use as argument “ele has too many weapon skill” ?
Dude we sure have the most, and we also have a lot of useless ones, and ridiculous cooldown.
Clearly, Merging conjure weapon into one utility “conjurer mode”, andsacrifying one utility slot for having acces, to a sort of, weapon swap isnt OP.
To be sure it’s not OP, make the “conjurer mode” last 15sec and the ability to leave conjurer mode only popping at the last 5sec.
Understand: When you attune to conjurer mode, the “drop button” start on a 10cd"
This way, there is a trade off for entering conjurer mode, locking you out of your regular weapon skills.
It balances conjurer with kit. Kit are stronger mechanicaly, but provide less skills.

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Kodama.6453

Kodama.6453

It’s not sacrifying one utility slot for access of a weapon swap, it is for access of 4 new weapon skill sets. Spending 1 utility slot and having 8 weapon sets in total doesn’t sound op? Even if it has a cd of 10 sec for swapping in and out, does this really justify to give 4 times more skills as a kit? Do you really mean that?

(edited by Kodama.6453)

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Posted by: Mattmatt.4962

Mattmatt.4962

When half of them are plain useless yes, when there is counterplay due to the CD i suggest, and when attunement CD still works, yes
Kit provide one bar but full of usefull skills, without drawback.

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Kodama.6453

Kodama.6453

The logical thing to do then would be to rework the skills of the conjured weapons instead of make it possible to get all of them by using just one utility slot. And conjured weapons aren’t that useless you are saying, this game isn’t all about PvP. In a PvE environment, conjured weapons were and will be very strong, especially ice bow and lightning hammer.

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Posted by: Mattmatt.4962

Mattmatt.4962

Dont talk about pve balance till they add some sort of AI in the game plz …….
You cant balance something not finished XD

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Empty Sky.6354

Empty Sky.6354

Why would you put even more stuff in Arcana line? It already has too much traits there,where you feel you actually must sacrifice one trait to pick another good one. Fire,Air and Earth have some pretty useless ones,those need something useful.
And I think it’s bad idea to put all CW into one kit. You wouldn’t get that much diversity out of it. The whole reason,why engi’s kits work so well,is because they can swap on fly from weapon to kit,kit to kit,kit to weapon,etc. and can use combos from all those skill,combo blast finishers,etc. They have one of the most diverse gameplay available to them. But I still love ele more despite all it’s flaws…I am a sucker for elements.

To comment saying,we have the most skills available at the same time…lol. The one who has the most is engi…and I know,people don’t want to count kits as weapons,but guess what…they do same thing as weapons(if not more),just have different name.
And warrior with 2 weapons and 10 skills,same as thief,mesmer have more powerful and meaningful skills than 20 skill combined from ele. Their autoattacks are far more poweful than all of eles combined. Autoattack do different things on 3rd strike or based on distance in mesmers case…not saying ele is bad overall,but people working on it,have no idea how to really improve ele.
And your comments of 20 skills at same time will never improve ele.

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Posted by: Kodama.6453

Kodama.6453

Elementalist is the profession with the most skills at the same time:
Worst case scenario:
engineer without any kits equipped: 5 weapon skills, 1 heal, 3 utility, 1 elite, 5 toolbelt =15 skills
elementalist without any conjured weapons: 20 weapon skills, 1 heal, 3 utility, 1 elite = 25

best case scenario:
engineer with as many kits as possible: 5 weapon skills, 5 heal kit, 15 utility kit, 5 elite kit, 5 toolbelt = 35
elementalist with as many conjured weapons as possible: 20 weapon skills, 1 heal, 15 utility conjured weapon, 5 elite conjured weapon = 41

Elementalist is the class with the most available skills at the same time, that’s a fact.

(edited by Kodama.6453)

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Posted by: Provost.6210

Provost.6210

elementalist with as many conjured weapons as possible: 20 weapon skills, 1 heal, 15 utility conjured weapon, 5 elite conjured weapon = 41

Elementalist is the class with the most available skills at the same time, that’s a fact.

If this is your build, I wish you luck. That’s all I really have to say.

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Posted by: Kodama.6453

Kodama.6453

I never said it is a build, I just said elementalist is the profession with the ability to have the most available skills at the same time. Why isn’t anyone getting the difference?

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Posted by: Bean Muncher.5197

Bean Muncher.5197

So one kit would grant the ele:

-Eviscerate that also burns (flame axe 5)
-Almost instant 7s chill (ice bow 3)
-AoE supernuke that smoothly combos with Obsidian Flesh (ice bow 4)
-Highly damaging auto-attack that also blinds (lightning hammer 1)
-Banish (lightning hammer 3)
-Static Field (lightning hammer 5)
-Dazing Leap (earth shield 3)
-AoE pull (earth shield 4)
-3 seconds invulnerability (earth shield 5)

Along with other , more stuational stuff.
How are you not seeing how ridiculous this suggestion is? The sheer amount of CC the ele would get is over the top on its own. Giving the ele access to all conjured weapons in such a flexible way is completely broken.

Also, did you suggest giving this superkit the ability to grant the ele all four auras? What?

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Posted by: Mattmatt.4962

Mattmatt.4962

Kodama, do you realize, your list is as stupid than the one where you list all ele’s invul ? XD
EDIT: i’m refering to this:

Elementalist is the profession with the most skills at the same time:
Worst case scenario:
engineer without any kits equipped: 5 weapon skills, 1 heal, 3 utility, 1 elite, 5 toolbelt =15 skills
elementalist without any conjured weapons: 20 weapon skills, 1 heal, 3 utility, 1 elite = 25

best case scenario:
engineer with as many kits as possible: 5 weapon skills, 5 heal kit, 15 utility kit, 5 elite kit, 5 toolbelt = 35
elementalist with as many conjured weapons as possible: 20 weapon skills, 1 heal, 15 utility conjured weapon, 5 elite conjured weapon = 41

Elementalist is the class with the most available skills at the same time, that’s a fact.

@Bean muncher

Evicerate on axe ??? Are you sure you checked the power ratio ? XD
instan 7sec chill require to be extremely close … not ideal for a ranged weapon
icebow4 do not have telegraphed animation and long casting time enabling you to dodge out of it Kappa (not like the AOE was tiny by the way (even if right in the middle, one dodge roll is enough to get off)). Not mentionning the “combo with obsidian flesh”, cause it’s the same with meteor shower or w/e skill. By the way, you have to burst your earth shield to make this combo (obsi flesh, conjure, swap water => no earth shield).
agreed for LH AA, ofc need to be nerfed
Banish, same for guardian: longest casting time ever made ^^
You can moove freely in a static field, even dodge!
Earth shield does no damage, so thanks god it at least provides CC ^^ By the way the invul is the worst in the entire game, since you cant moove.

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

(edited by Mattmatt.4962)

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Posted by: Kodama.6453

Kodama.6453

Are you realising I wasn’t the person who did this list? That’s just disrespectful btw.

(edited by Kodama.6453)

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Posted by: Empty Sky.6354

Empty Sky.6354

Elementalist is the profession with the most skills at the same time:
Worst case scenario:
engineer without any kits equipped: 5 weapon skills, 1 heal, 3 utility, 1 elite, 5 toolbelt =15 skills
elementalist without any conjured weapons: 20 weapon skills, 1 heal, 3 utility, 1 elite = 25

best case scenario:
engineer with as many kits as possible: 5 weapon skills, 5 heal kit, 15 utility kit, 5 elite kit, 5 toolbelt = 35
elementalist with as many conjured weapons as possible: 20 weapon skills, 1 heal, 15 utility conjured weapon, 5 elite conjured weapon = 41

Elementalist is the class with the most available skills at the same time, that’s a fact.

So what ?! You still didn’t come up with one good solution on,how to improve ele. All you are saying,how it has most available skills at same time. And that same time works only for engi,where they can swap on fly. On ele you have attument recharges and your rotations become predictable and boring.
How is your comment gonna improve ele?

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Posted by: Kodama.6453

Kodama.6453

By reworking the skills of the conjured weapons for example. But I don’t really see the need to improve the elementalist at this point, the profession is doing really well in each game mode.

And we didn’t even test the new trait system, so we should first wait and see.

(edited by Kodama.6453)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

I don’t have problem with one class having more skills than others. Most of all skills should be themed and would be good if they can work in more than very rare situations.

I would change conjure fire axe 2 to second autoattack, but meele, with 2 targets hit, dmg and might on hit like 1. Right click can make almost any skill autoattack, but not many occasions to use that.

(edited by Mem no Fushia.7604)

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Posted by: Jaetara.4075

Jaetara.4075

The Conjured weapons are indeed problematic and difficult to use. They are a good and interesting idea but they limit ele’s game play by a lot, they strip him of his mechanic, they contradicting to the ele’s nature.

Making them like Kits is a thought but I am afraid this could be a bit OP but not sure… anyways.
What I believe they could do is give us something like an access to our elements while on an conjured weapon, this is what we really miss when we are using them! Auras are already getting boosted and we have several ways to get more of them, also Conjures have nothing to do with Auras, is a different kind of game play.

The new trait “Conjurer” is irrelevant and useless! This trait could reduce recharge, increase charges and give us a buff related to attuments or better some passives like +100 power while on Fire, +20% Critical chance while on Air, 100 Toughness while on Earth, +100 vitality while on Water (the numbers are pretty random, you can figure the right values). This way we can change elements strategically while holding an Conjured weapon, benefit from it and not rush to trough it away. When we are getting low on health we can switch to Water or Earth instead get rid off the weapon.

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Posted by: Mattmatt.4962

Mattmatt.4962

edited my last post so Kodama have a chance to realize the issue with everything he’s saying here.
If at least you would suggest some nice things like just did Jaetara for instance ….

All i see you yelling is “ele op ele op ele op”
guess what: 00266 cele DD is strong (not op) and everything else is trash. If that’s the definition of a well designed class then i have no reason to keep talking with you

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Kodama.6453

Kodama.6453

It seems you are not even trying to understand what I am saying …. I NEVER said elementalist is op, I said elementalists are doing well in every game mode. Notice the difference. I said it would be op this suggestions to become true and conjured weapons getting kit-like (agreed to improve conjured weapons by another way like pulsing boons or reworking the skills of the sets, getting stat boosts depending on your actual attunement is a good idea too) and it seems I’m not the only one thinking in this direction.

DD is strong yes …. in PvP and balance isn’t all about PvP. Staff elementalist for example is doing really well in PvE.

(edited by Kodama.6453)

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Posted by: Alekt.5803

Alekt.5803

I absolutely don’t like OP’s suggestion. OP does not realize that with that suggestion, the Conjured Weapon would be needing a nerf. OP cannot realize how strong Conjure Earth Shield would, and OP clearly did not play long enough with a Conjured Weapon.

1. Conjured Weapons in their current form allows to gain an amplified cast bar to the Elementalist. The Elementalist then gain some extra utility, or adopt a completely new style (Earth Shield and Lightning Hammer). Sometimes, it goes beyond what the Elementalist was supposed to do.

2. Conjured Weapons gives an opportunity to reset a bad Attunement Rotation. Especially for the Staff, which must act reactively to the opponent and give up the perfect rotation in exchange of that reaction. That being said, the conjured weapon can be used to wait out an important cooldown or simply refresh the badly rotated Attunements.

3. Of course, Conjured Weapon are not perfect. Their cast time can be punishing (Hammer and Shield), and so are their cooldown if you’ve lost track of where you’ve landed the second Conjured Weapon.

4. One thing to note. The Conjurer trait is an ugly design. It fails to recognize that no Elementalists should run more than one conjure in their regular utility bar. (Except for Fiery Great Sword, which has a different purpose.) They also failed to recognize that no Elementalist will keep the Conjured Weapon for 25 stacks unless it is PVE. Basically,

5. Conjurer trait means, “You gain may gain Fire Aura once every 60 seconds if someone picks up your Conjured Weapon… But you’ll probably don’t want that and prefer using that second Conjured Weapon on the floor for yourself because it fits your build better. Instead, you ought not to pick that horrible trait, and tell out loud to your teamate to -NOT PICK THE CONJURED WEAPON- before they think that you’ll be glad to have that Fire Aura.”

Alerie Despins

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Posted by: Jaetara.4075

Jaetara.4075

5. Conjurer trait means, “You gain may gain Fire Aura once every 60 seconds if someone picks up your Conjured Weapon… But you’ll probably don’t want that and prefer using that second Conjured Weapon on the floor for yourself because it fits your build better. Instead, you ought not to pick that horrible trait, and tell out loud to your teamate to -NOT PICK THE CONJURED WEAPON- before they think that you’ll be glad to have that Fire Aura.”

Many times happens to me to use a fiery greatsword so I can rush and then reuse it to leave, or use an ice bow to burst but I am getting focused so I have to through it away fast but people might pick them up so I cannot have them and some of them they don’t even know how to use them, so I have no control on that and the weapon goes just wasted…
A lower CD and cast time would be needed more that the more charges! Also, the conjured weapon should get a buff from a trait that it depends on what the caster is doing and not on that random person that might pick it up. The fire aura is just a random, irrelevant with conjures logic buff, like they couldn’t think of anything better.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

That would be like condensing all engineer kits into one equippable kit for which they can change which kit they draw every so often. I believe you be hard pressed to find any engineer that didn’t find that to be OP as all hell, and I don’t see how it wouldn’t be a similar situation for the elementalist.

Furthermore, it’s not something they would do because of how the utility skills are laid out. Each utility category has four utility skills (except for engineer which has five). Deleting three of these skills only leaves one in the conjure category, which does not fit the design structure they have for profession utilities. They will never consider deleting conjure utilities and only leaving one in that category.

I agree with what they said on the livestream, in that it’s better to focus on making all the abilities, including the auto-attacks, worthwhile for the conjure weapons so that they’re not “press 4 and drop” weapons like the ice bow currently is.

I’ve seen this suggestion to make them kits quite frequently, but I can guarantee you its not what the ele players need or want. Having kits comes with consequences… I mean, if you’re prepared to have all your damage lowered by 30% and having a handful of traits deleted, then maybe you’ll think it’s a good idea, but I think the concept might sound much better to you than it would actually be in practice.

As for the conjurer trait, I do feel it’s current form is quite lackluster. I haven’t given a lot of thought as to ways they could improve it, but the current functionality is a little weird. If nothing else, it should grant the ele an aura when casting the conjure weapons that changes based on attunement (i.e. fire aura in fire, frost aura in water, shocking aura in air, magnetic aura in earth). I get that it’s a fire aura because it’s in the fire specialization line, but perhaps it shouldn’t actually be in there in the first place since conjurer weapons are not all fire themed.

One thing they could do, which would be quite crappy, is make it so that the “more powerful” conjure skills (i.e. ice bow 4) would start on cooldown, so that you’d have to just play around with the other abilities for a bit until the #4 came off cooldown… again, very crappy thing to do, but it would motivate people to use the other abilities.

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Posted by: Mattmatt.4962

Mattmatt.4962

That would be like condensing all engineer kits into one equippable kit for which they can change which kit they draw every so often. I believe you be hard pressed to find any engineer that didn’t find that to be OP as all hell, and I don’t see how it wouldn’t be a similar situation for the elementalist.

It’s very different. Engi can swap to what ever kit they want when it’s needed. What we suggested absolutly do not allow you to. You’re still bound to attunement cd. + a lot of spell are useless which is not the case with engi. You even have total gameplay switch between conjure mode (axe and ib beeing ranged, other ones beeing close) while all engi kit are ranged (even tool one due to the grab).
Yes if engi kit were merged in one it would be OP (or maybe not because you would have cd on kit (attunement cd)). That beeing said, i’m not sure it would be the same with conjure.

Furthermore, it’s not something they would do because of how the utility skills are laid out. Each utility category has four utility skills (except for engineer which has five). Deleting three of these skills only leaves one in the conjure category, which does not fit the design structure they have for profession utilities. They will never consider deleting conjure utilities and only leaving one in that category.

Not an argument.
Worst case scenario, delete conjure skill type, make the conjure merged weapon an elite, make it a glyph. gg

I agree with what they said on the livestream, in that it’s better to focus on making all the abilities, including the auto-attacks, worthwhile for the conjure weapons so that they’re not “press 4 and drop” weapons like the ice bow currently is.

Till they’re not instant, they can buff it as much as they want, it wont be taken … unless they buff it so the conjure’s skills are stonger than 4skill merged together … cause that’s what conjure make us loose: 4 times more spells.

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Empty Sky.6354

Empty Sky.6354

I am talking about CW weapons as pvp thing,so please keep that in mind,when you read below

They can give you 100 charges on conjure weapon and you’ll never use them,because pvp is situational thing. Same as you aren’t in one attument for more than 15s,when in fight,you’ll never use CW to deplete it’s all charges.
As I said in my thread,they can limit you to only one CW in Utility,while they leave FGS on cd,that it has now,because it’s an Elite and ELITES (Anet listen to this) SHOULD BE USED AT CERTAIN TIMES,NOT USED AS KITS. They can take away their bonus stats,take away 2nd set that drops,nerf dmg on skills that need nerfing and so on,just make CW as kit-abel to swap on fly.

The whole thing that they’d give Auras also doesn’t appeal to me. You’d drop your CW,got that aura,used 2-3 skills from CW and you’d drop it and it’s same thing as before,only that you got aura at start.

Even if they buff autoattacks,it still won’t help CW in pvp,because 3-5s and you’ll have to drop it,if you are fighting people,because dmg they’ll do on you,will be too big to ignore and still use CW.

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Posted by: Kodama.6453

Kodama.6453

There is a problem by taking away the second weapon and stats and other “solutions” you are providing: it’s missing the concept of the conjured weapons, the whole thing they are meant for. That’s a huge problem in many topics of the forum. Conjured weapons are meant as a form of support to your team, giving your team members new skills to use and a slightly stat buff. They shall not be used to give you alone a huge damage buff. And it isn’t new that there are skills for every profession, which don’t worth in PvP, because their concept isn’t useful in this area.

There is nothing wrong by keeping the meant concept of the skill, it would be better to buff the skills to make them worth using instead of using just 1 and throw away the CW (just like Yamsandjams already said).

(edited by Kodama.6453)

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Posted by: Empty Sky.6354

Empty Sky.6354

You must work in some capacity for Anet,because no one else defends CW as much as you do. This or you are completely naive and ignorant on,how CW work in pvp.
Take away all the bonus stats and put them into trait GM same as Evasive Arcana,where it takes care of all 4 attuments. In different trait line or maybe in same,put 2nd drop for Elite only. Bam 3 easy solutions one after another. Trait line would be Fire or Earth for these GM traits.
Hell even warriors have better design with banners. You drop banner,have it for limited amount of time,anyone can pick it up,drop it,pick it up,drop,etc. and use those skills from banner. (this is just for example,how kittened up CW are)

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Posted by: Zaroua.2714

Zaroua.2714

OP’s solution is just a convoluted mess that would break the skill and force every ele and his mother to run the skill.

The problem with conjured weapons is that they don’t perform well enough to be worth using except for Lightning Hammer’s auto attack and #4 skill and except for Ice Bow’s #4 and #5 skills.

The current stat bonus from wielding a weapon needs to be increased by 50% at least.
All the auto attacks need to exemplify what the weapon is supposed to be about. People need to want to pick up a weapon based on their spec and use up ALL the charges on it because the auto attack (and if the Ele has the Conjurer trait, the other skills as they come off of cooldown) kicks kitten and is worth sitting in the weapon for.
Flame Axe needs its #1 to burn targets, have high DD and either have bouncing or cleaving. #5 needs a bouncing mechanism.
Lightning Hammer #2,3,5 need to be beefed up significantly. The auto attack is mostly fine, thought it could be increased by about 15% so people WANT to pick it up for more than just the third hit on the chain.
Frost Bow needs to have its #1 aoe increased to 360, healing scaling increased, base healing reduced. #4 needs to have its damage reduced by 75% and give each shard that hits an enemy have an aoe healing explosion that heals allies in a 150 radius or something for a small amount with a low base healing and high scaling. #5 needs to have its duration nerfed down to 2 or 3 seconds.
Earth Shield needs to have the bleed stacks doubled on the #1 chain. #2 needs a 6 second cooldown. #4 needs to hit 5 targets and 900 range.

In other words, Flame Axe needs to be for condi builds and power builds, the weapon is about raw damage and burning. Lightning Hammer needs to be for Prec builds, the weapon is about raw damage and crits. Frost Bow needs to be for healing and celestial builds, the weapon is about healing and control. Earth Shield needs to be for defensive and condi builds, the weapon is about bleeding and defending.

Right now, Flame Axe and Earth Shield are a joke, Ice Bow healing is strong but no one uses it because it’s a damage weapon and Lightning Hammer is kind of OK but not strong enough to be worth justifying a pick up for most professions as they don’t have the traits to make it worth picking it up. What it needs to be is that a zerker who sees Flame Axe/Lightning Hammer wants to pick it up at all costs because it’s an increase in DPS for him. A condi build wants to pick up the Flame Axe and the Earth Shield. A celestial build wants any of the weapons. Etc, etc.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

If you have equiped fire axe and pick/conjure earth shield: it changes skills 4,5 for earth shield skills, you gain bonus stats from both. If you have earth shield equiped and pick/conjure fire axe: skills 4,5 change to fire axe skills, you gain bonus stats from both.

They are weapons, so at least those two should have possibility to work like that.

To eshield and faxe work normal as now, just drop before conjuring/picking.

Eshield break stun must be.

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Posted by: Kodama.6453

Kodama.6453

I really like your suggestion Mem no Fushia.
Just one question about it: How do you think the charges should be handled with this system? Both weapons keeps their actual charge counter and if one run out of charges, the skills are changing again automatically? Or would the new combined weapon just reset the charges to 15/25?

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

I really like your suggestion Mem no Fushia.
Just one question about it: How do you think the charges should be handled with this system? Both weapons keeps their actual charge counter and if one run out of charges, the skills are changing again automatically? Or would the new combined weapon just reset the charges to 15/25?

If one lost charges / duration, you gain full skill set of the remaining one. Equiping this way extends charges by 5 and duration by 15s for each weapon. Charge/duration counter remain for each cw.

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Posted by: Kodama.6453

Kodama.6453

Nice concept in combining the CW, but it would be a loooong way to go to implement this idea. Combining the axe and the shield together is really easy because axe is a mainhand weapon and shield an offhand weapon, but it’s difficult to combine hammer, bow and gs. It would be strange just to let combine 2 of 5 CW. But please keep this concept in mind, I would really like to see something like that in the game.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Nice concept in combining the CW, but it would be a loooong way to go to implement this idea. Combining the axe and the shield together is really easy because axe is a mainhand weapon and shield an offhand weapon, but it’s difficult to combine hammer, bow and gs. It would be strange just to let combine 2 of 5 CW. But please keep this concept in mind, I would really like to see something like that in the game.

Let combine only 2 CW isn’t that so strange. It is how weapons in general works. It is part of unique in them.

For other 3 weapons, maybe another concept will work, that doesn’t apply to axe and shield.

Sometime axe is main and shield if off and sometime shield is main and axe is off hand. Depend on conjuring/picking order.

Here concept for those 3 weapons:
- Frost bow, conjured Frost bow that lies on the ground, with 3s interval heal around like heal from Frost bow autoattack 1.

-Lightining Hammer and Fiery Greatsword, those conjured weapons if never picked (60s end) cast LH 4 / FG 5 in that location.

So in the end we have:
- combining flame axe and earth shield for 4stats and different manage of skills,
- pulsing heal from lying Frost bow on the ground,
- significant dmg skill casted if LH and FG never picked.

It would be my complete idea for whole conjures.

(edited by Mem no Fushia.7604)