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)