Conjure spells logic problem?
If a elementalist was given access to all those weapons do you realize how many skills a elementalist would have at their disposal compared to every other class? How is that fair? We already have tons, I’m not sure if we have more than engineer but we definitely have a lot.
D/D – 20
Sc/F – 20
St – 20
Tri – 20
We have 80 skills on just weapons to choose from! If we were given all the conjured weapons as weapons that would add 80 more skills! That would be insane.
Katniss Shade – Necromancer 80 – sPvp rank – 29
Emma Wolfsbane – Thief 80 – Looking for Guild
Trust me, the conjured weapons are far from useless.
Lightning Hammer is excellent at solo PvE against groups of monsters (AoE blind faster than most mobs attack you).
Frost Bow is excellent in dungeons (Deep freeze, stacking vulnerability, and an AoE attack that deals loads of damage)
I’m sure there are uses for the other weapons that I haven’t figured out yet. The greatsword for wPVP would make sense, as it has mainly AoE attacks.
I use greatsword for destroying objects. It can take them down quickly and Sc/D cannot.
I also give greatsword to guardians so they are more successful at pvp.
I find the frost bow fun but I never actually use it outside of entertainment.
I hear you can build around thor’s hammer to have a successful pve build. I’ve never tried it as I don’t want to be a make-shift warrior.
I completely forgot what the shield does. Probably something projectile-reflecting.
Katniss Shade – Necromancer 80 – sPvp rank – 29
Emma Wolfsbane – Thief 80 – Looking for Guild
I use the Frost Bow in Dungeons only, to Freeze + AoE the target. I believe it even works on a couple of bosses (definitely on one of the Asura champions in CoE Story). Vulnerability stacking is also very good for boss fights, as each stack provides +1% damage, and it stacks quite a few on there.
I have more importan question. Why do conjured weapons have an annoying charge system?! Engineer’s kits have no charges and no cooldown, but are more powerful/useful.
I wish they’d just remove our conjured weapons charge limit and CD, make the environmental weapon a major arcane trait, and then merge them into one skill that changes form with our attunements, that way people who say “you can’t have weapon swith because you have attunements for that” would actually have a point.
they could also make the firey GS into an arcane one, fire gets two weapons, arcane gets none, poor arcane :<
(edited by Calcifire.1864)
Would anyone else like to see a trait specific to each weapon in its respective trait line?
I love the idea behind conjured weapons but in their current state they just don’t offer enough (in PvP at least) to justify a place on my utility bar. The problem I’ve run into when trying to use a conjured weapon is that they offer more skills, but not necessarily anything that different (exception being frost bow’s 5th skill). Also, they completely work against the Elementalist’s attunement mechanic by locking you into 5 skills, unless you want to only use a few charges then dump…..
I really think conjured weapons would become more viable if we had traits to improve them. Ex. “Conjure Earth Shield grants 4 seconds of stability and retaliation”
@Burrfish
In PvP, I also don’t see much use for the weapons – more in dungeons. But you already have a water trait for the frost bow that gives you regeneration.
I have more importan question. Why do conjured weapons have an annoying charge system?! Engineer’s kits have no charges and no cooldown, but are more powerful/useful.
I’ve just been wondering the same thing myself. With ground targeting and no default auto-attack, it feels really clunky to play a conjurer. To me, at least.