Conjured Weapon Change Idea
So as a long time lurker this is my thread created so bare with me on that.
But anyways, as some one who has logged 1,500 hrs on Elementalist, with 7 other level 80s I came with an idea for a change to how conjure weapons work.
I’ve always felt since launch that between the 1min CD 1min Duration and 15 base charges that conjures in general are overly restricted. The inability to use your standard Ele skills always felt like it was more than enough punishment.
What I purpose would be simple, conjured weapons should, IMO lose the charge system.
But in return lose the baseline ability to summon two conjures and instead the conjurer Fire trait would instead grant the ability to summon one for allies.
I feel like at-least that this would be a fair trade off, not to mention the fact that this would allow the conjure flame ax and conjure earth shield to see more use as their auto attacks have always been severely hampered by the charge restrictions.
Anyways, I would really enjoy other ele’s thoughts on this.
I used to think the same way, but then they made the conjurer trait an Adept rank trait instead of master, which made it easier to take into builds, and I started playing with conjures more. They’re very powerful, well at least Fiery Greatsword, Lightning Hammer, and Ice Bow are (though Fiery Greatsword is much less useful now with the rush nerf, now it’s just a mobility tool as ice bow has a better aoe, lightning hammer has better autoattack/burst)
What really needs to be evaluated in the conjures is well…
Lava Axe should probably go. Greatsword should become a normal conjure not an elite, and replace the #2 skill on it with the #2 skill from Lava Axe (the blast finisher)
Ice Bow’s autoattack needs something to it to make it worth using instead of turning the autoattack off because as of now using it’s autoattack is a waste (the rest of its skills are great)
Lightning Hammer is pretty much perfect as is, maybe lightning storm could be tweaked
Earth Shield.. well.. it feels like it needs work. I’ve never seen anyone seriously use it.
I feel if they were condensed into a glyph where you could conjure any one of them based on your current element it would be more effective. and doing so would make them more useful in glyph master builds.
I think they should first drop the casting times of these skills, if they want to see the conjures more in pvp.
I think they should first drop the casting times of these skills, if they want to see the conjures more in pvp.
This would also help the viability of them especially if they also had an instant pick up instead of an animation lock
it would be perfect if conjurer wpn works like engineer’s wpn kit
I feel if they were condensed into a glyph where you could conjure any one of them based on your current element it would be more effective. and doing so would make them more useful in glyph master builds.
That would be interesting but we each class is supposed to have a set amount of skill types (for traits) and you generally have 4 skills of each type not counting healing skills and elite skills (you have up to 6 glyphs.. a heal, an elite summon, the non elite summon, the res, the elemental effects glyph, and storm). We don’t really need 7 glyphs and to lose one of our skill types.
One thing is that we only have 1 conjured weapon trait. But it’d be hard to give conjures any more traits because they can be so powerful already
I mostly just think that like I said before, drop FGS as an elite and make it a normal utility (you can sacrifice the summoning damage/burning if needed) replacing lava axe with 1 changed skill (the #2 skill), then tweak the autoattack of ice bow, and tweak earth shield to be more useful (make it’s autoattack a ranged bouncing throw, give the #4 skill a sequence after the pull to make it cast sandstorm at your location, give the #2 skill a cancel sequence skill (like most channeled blocking skills have) to cause damage/bleeding and a blast finisher (but then you forfeit the half cooldown effect from blocking an attack)
Then we could get a different elite skill in replacement. Something actually useful.
I feel if they were condensed into a glyph where you could conjure any one of them based on your current element it would be more effective. and doing so would make them more useful in glyph master builds.
The Glyphs already have a lot of things going for them but if you ask me the main problem with them right now is they have no real focus outside of a cast time and some boons. Which of course we have an entire trait line about boons that does it better than them. If glyphs are ever going to be useful they really need a rework in terms of bringing something unique rather than a different flavor of something else, out side of GoS and GoE; GoLE is hardly worth using if you ask me.
I think they should first drop the casting times of these skills, if they want to see the conjures more in pvp.
This game has plenty of instant cast skills and we really don’t need more, especially on weapons that are supposed to be powerful, when an ele summons a conjure they give up being a jack of all trades to do a few things really well. Only problem is half the conjures under-preform at their task.
One thing is that we only have 1 conjured weapon trait. But it’d be hard to give conjures any more traits because they can be so powerful already
I mostly just think that like I said before, drop FGS as an elite and make it a normal utility (you can sacrifice the summoning damage/burning if needed) replacing lava axe with 1 changed skill (the #2 skill), then tweak the autoattack of ice bow, and tweak earth shield to be more useful (make it’s autoattack a ranged bouncing throw, give the #4 skill a sequence after the pull to make it cast sandstorm at your location, give the #2 skill a cancel sequence skill (like most channeled blocking skills have) to cause damage/bleeding and a blast finisher (but then you forfeit the half cooldown effect from blocking an attack)
Then we could get a different elite skill in replacement. Something actually useful.
I have to disagree with making FGS into a utility skill mainly because for what it is now, lacking as it might be, it’s still powerful. I do agree with changing some of the skills though, making FGS 2 into a PBAoE blast finisher with a flame burst similar to the Ascalonian in the urban fractal for instance. Other wise the 4 skill needs to be actually increased damage like the devs said they would do but seem to have not done.
https://forum-en.gw2archive.eu/forum/support/bugs/FGS-Damage-Bug
The AA should be reworked with higher damage but no longer be a channel so that it could rather be a melee chain and back on the the same system as other skills. As for Conjure earth shield, I think if they made the 2 skill into a full length block, not just a single block that at the end, based on the number of hits blocked would apply X amounts of bleed stacks and blast that would a nice pay off for using it in high damage moments. And the sandstorm would be better suited for a 3s duration on the 5 skill. IMO.
(edited by Xcorpdog.2840)
I partially want FGS moved to a utility because almost nobody uses lava axe and I’d like to just get a new elite skill to take the bad taste out of my mouth regarding our other options.