Conjure nerf I can get on board with...

Conjure nerf I can get on board with...

in Elementalist

Posted by: Ludwig.4138

Ludwig.4138

Nerfs were mentioned for LH and IB-4 damage. If it must be, then make it so, and I would gladly trade the “Auto-attack only” and “hit 4 and drop it techniques” for more utility. BUT I think there should be REAL utility, like the kind that would make you use a conjure even in PvP.

For Lightning Hammer and Flame Axe – Since they have charges and block off attunements, they can hit harder than normal weapons since they are a hassle to summon and take up a utility while trading 20 skills for 5. However, all the damage is currently front loaded into auto attacks along with the most desirable features like blinds, blasts, and might.
Hammer- What if hammer had the blind moved to 2 (leap skill), and added an aoe stun on 4 (lightning storm)? Would make it a great control wep to synergize with all the cool interrupt air traits. For auto attack, it could maintain decent damage, but the 3rd hit blast could use the longer Guardian hammer animation on 3rd auto hit. It would spread out the blast finishers a little longer, and slow the rate of truck-like hits, even forcing you to abandon some.
Flame Axe- If burning will stack, then it is already somewhat buffed. Maybe the 2 skill does more damage to burning foes so that you stack some might with 1, use 3,4,&5 to apply it, and then 2 is a finisher. You could change 4 to a fire damage ring, but with a smoke field (Where there’s fire…), and the leap could combo stealth unique to this one conjure for ele. Also, it’s not an exact copy of dagger skill.

For Ice bow and Earth Shield – glad they are not for heavy damage and have themes of their own. Still, what good is all of the Earth Shield defense if nothing wants to hit you?
Earth Shield- This weapon needs taunt like a real tank. It could be a single-target, short taunt on skill 2 or a 3-5-target AoE taunt on skill 5 for the duration of the invulnerability. (or both)
Ice bow- needs more support, but I know that we don’t want out of control healing in just any gear or spec. However, with dps gear, auto attack feels too weak, and with healing gear, auto attack heals also feel too weak. What if auto attack also pulsed a 1-second Resistance to allies around the target? What if skill 4 damage was nerfed, bleeds changed to short chill or medium vuln, but it also created a water field OR 1 condi removal from each impact? What if skill 3 had a longer chill so it would be more useful as an aoe at a distance instead of point blank on one guy to stack a decent chill? In PvP a long chill can be punishing, but even if it hit point blank, then it’s just a question of condi removal to counter play it. Finally, for all-around usability and to deal some damage, what if it had 1200 range and the skill 2 did more damage based on distance? Like at 900-1200, it could hit as hard as a ranger’s longbow 2, but you are weaker close up so you can’t exactly mimic one of a Ranger’s best skills.

Finally…
Wackadoodle idea for a conjurer trait – Having a conjure on your bar replaces your weapon automatically while in the associated attument, and the skill on the bar creates a wep with charges for allies and grants a boon. I.E: I run daggers, but in earth attunement, I am auto-swapped to the earth shield cause I have that skill on my bar. I can run 3 conjures and replace 3 attunements that I choose. FGS would just replace fire attunement for a short time. Without cast time, Earth Shield on attunement swap could become a stun break with an internal cooldown separate from earth attunement CD and finally give a stun break to conjures. (if possible, only start stun break CD when a stun is broken, and I don’t think this is out of line with some of the traits that shrug of 1 CC every once in a while)
This would also be an alternative solution to what I said earlier about making flame axe/lightning hammer hit harder because of limitations on attunement swapping and skill bar space. Their damage could be balanced to match normal weps like engi kits are, but they would not be an exact copy of the engi kit mechanics.

Conjure nerf I can get on board with...

in Elementalist

Posted by: Thomas.8130

Thomas.8130

I love the idea of having the conjure replace your attunement, I’ve seen it around a few times. And activating the utility could make the weapon available to allies.

Another idea that i’ve had, though it may be a little far fetched, is to make frost bow more focused on damage and control, through vuln and chill. obviously, lower the damage of 4, and maybe change 5 a little, but buff 123 to make them stronger. Then, they could create a “conjure water bow” that could be a healing skill. It could have wide access to water fields and condi cleanse, and would replace water attunement skills. I doubt they’ll do this though, it would probably take a lot of work.

Conjure nerf I can get on board with...

in Elementalist

Posted by: Ludwig.4138

Ludwig.4138

I expect more than just a nerf when all of their changes are revealed because they are showing off a ton of neat innovative changes for every class. It won’t include all of this, but I say it to throw something out there. I’m sure others have had ideas like these before, but every time we voice them it shows how strong the support for it is, and when multitudes of us add our own perspective, tweaks, and polish, then I think we are adding to the possibilities that there may actually be a good, inspirational idea floating around out there.

Add an idea if you think it’s good and practical. Thank you for showing support for the ideas you like.

Speaking of which, that conjure water bow heal skill. I think it would be awesome to have a conjure heal, and maybe it could be any weapon. Conjure water scepter or staff, or something unique and floaty like guardian tomes were. And if it were to work with that crazy attunement idea, then it could be on a timer like FGS.

Conjure nerf I can get on board with...

in Elementalist

Posted by: Alekt.5803

Alekt.5803

You are wrong about Conjure Earth Shield, at least for sPvP. Earth Shield only needs a smaller cast time and finishers on its abilities, mainly.

-100% Projectile finisher (x2) on the third Auto attack (Crippling Shield).
-Leap Finisher on Magnetic Surge (The charge that dazes).

Extras:
-Ignore Cripple and Chill on Magnetic Surge.
-Gain 2 seconds of Retaliation for every enemy struck with Stone Sheath.

Alerie Despins

Conjure nerf I can get on board with...

in Elementalist

Posted by: Ludwig.4138

Ludwig.4138

You are wrong about Conjure Earth Shield, at least for sPvP. Earth Shield only needs a smaller cast time and finishers on its abilities, mainly.

-100% Projectile finisher (x2) on the third Auto attack (Crippling Shield).
-Leap Finisher on Magnetic Surge (The charge that dazes).

Extras:
-Ignore Cripple and Chill on Magnetic Surge.
-Gain 2 seconds of Retaliation for every enemy struck with Stone Sheath.

Those are good ideas, and it would make me like it in PvP and WvW. Do you think it is enough for PvE? I thought of taunt because on the invuln skill because it would help in a boss fight or something rather than just sitting invuln and not getting any attention. Retaliation idea might be my favorite part of that, especially if we got a trait like guard to make it scale with condi dmg.

Another idea I just had: Instead of one trait to affect all conjures, how about each spec has a trait that buffs the conjure of that element. Like in Water, add cool ice bow buffs to “stop, drop, and roll” trait, because no one will ever take that trait as is. Dodge roll cleanse would be cool to get as a little bonus though. In air, add lightning hammer buffs to “Ferocious Winds” trait. (I know it already has a tooltip and math and all, but it really doesn’t seem to be doing anything as it is). Would give variety to the conjures and make them synergize with your chosen spec.

P.S.- Somehow – trait, buff, item bonus, voodoo hex – let’s get rid of the charges. In conclusion, I don’t like the charges.