Conjure weapons

Conjure weapons

in Elementalist

Posted by: Sagei.1980

Sagei.1980

I think conjured weapons needs a little bit of viability, just though of make it a drop it weapon (able to pick up later), not to vanish on sheath, also if its not too much ask, then make it available to pick within range of 300-600 while on the ground for the user of course, and to not make it too op, the CD of the dropped weapon (on weapon) should not just be user based, but per conjured weapon based, it would be too much for have 5 fire fields one after another from different players, and also to not make it yet op, the dropped weapon should lose one charge when dropped or not, well that is also not up to me.
After note:
Pick up on range may need CD , to make it fair.
Also if its tested, and its gets out of hand, make a 1-3 sec or more Cool-down to pick it up ‘again’, so it gets less abuse-able.
The long CD, the total hits available should remain (for now), also don’t know about the elite one, that may remain the same as it is, people may get very overpowered, yet I can’t say anything about that one.
Just had this idea and though to share it, if you wish to sustain the idea or part of it go for it, this topic was made for the idea share only and a possible discussion among you.
Thank you for listening, and also sorry for my english, it may be not so good.

Conjure weapons

in Elementalist

Posted by: LouWolfskin.3492

LouWolfskin.3492

I personally would like to see them lose the stat boni and in return gain something that gives them a bit more flavor.

Like condition immunity on the shield, health regen aura on the bow, and so on.

At the same time they maybe should loose the charges and just be there for a certain time, 30 seconds or something like that.

Conjure weapons

in Elementalist

Posted by: BlackBeard.2873

BlackBeard.2873

Conjures have two cases where they are usable as utilities:
- They have very strong singular skills that you use then drop. This is what Ice Bow was for the longest time. This usage is arguably undesirable, b/c then you might as well just replace the whole kit with 1 skill.
- They offer something different compared to a normal chosen weapon-set, which makes up for eles being range-locked once picking their weapons. For instance, Lightning hammer could offer staff eles a way to melee, and earth shield is a defensive melee/control weapon.

With that in mind, how to make conjures usable:

Conjure CD reduced to 30-40s. FGS CD reduced to 75s.
Remove charges.
Conjures now instant cast (all the skills already have balanced cast times).
Earth shield breaks stun. Reduce the immune duration on earth shield 5.
Flame axe auto attack damage increased.
Frost bow auto-attack range increased to 1200.
Conjure trait now reduces cd by 20% and gives some secondary effect (aoe shares stat increase, stat increase lingers, boons, fire shield, etc.) when summoned.

(edited by BlackBeard.2873)