Conjured weapons in their current state… are still close to useless but I also think their concept needs a little refinement.
Beware wall’o’text’o
Across all weapons (with the exception of lightning hammer and possibly flame axe), the base damage of their auto attacks are quite literally… pathetic.
Which is a shame because these conjure skills would be so fun to use if they were just done properly and actually provided a solid skill set.
Im gonna go through the skills of Ice Bow in particular and list the pros and cons of each. Obviously these are based of my experiences and stats so if anyone has figured out something that I haven’t, please say so.
Text in Italic can be applied to all conjured weapons in general
Ice bow
- Water arrow – 190 dmg for an auto attack… really? But wait, it heals for 15 health. Maybe this weapon is not supposed to deal heavy damage and focus more on the condition side of things but it still fails in both these areas.
When you conjure a weapon, your base skill set is replaced with a new set of skills (I think we all know this). Now you would expect that these skills would be relatively close in effectiveness as your base skill set. You could argue that each weapon serves a different purpose and you would be right but a lot of skills of these conjured weapons are just purely redundant
Now that being said, lets do a quick comparison (based on my current stats):
Water Arrow (Auto attack of Ice Bow)
- Damage: 190
- Heal: 15
- Range: 900
Water Blast (Auto Attack of Water Attunement)
- Damage: 201
- Heal: 400
- Range: 1200
Why in a million years would I want to replace Water Blast with Water Arrow?
Let’s not forget how horrid the projectile speed of Water Arrow also. Unless they were to reduce the cast time to 1/4 of a second from 3/4, but even then I’m not too sure that would be enough incentive.
Overall, I don’t think there is any benefit from this skill what so ever.
- Frost Volley – This skill is a step in the right direction. It provides 5% vulnerability and for a decent duration. The only thing I would ask for is a slight buff in the damage or a cooldown reduction.
- Frost Fan – Again, a decent skill for its high potential in chilling a target(s) for a lengthy period of time. I would however request a slightly lower cooldown.
Cooldowns for a lot of these conjured weapon skills are hindering their effectiveness and the fun they could potentially provide.
The approach I would have taken for conjured weapons would be to have fairly low cooldown on all skills to open up doors for opportunity. One skill would not be superior to another but rather help serve a different purpose to a similar degree of strength. The only reason why I say this is because you can only use a certain number of skills (charges being the limit) and I dont want to be sitting around wasting charges on a pitiful auto attack waiting for my other skills to come off cooldown.
- Ice Storm – I have to say, I only conjure Ice Bow for this one skill and then I drop it. Self explanatory really.
- Deep Freeze – I don’t really use this skill often. Takes too long to cast (2 secs) and you can’t move when casting it so essentially I’m just stunning myself to stun another target. Obviously works well if you’re not the target but the range is only 900 for a slow moving projectile.
Let’s get to the passive bonus stats Ice Bow provides:
20% condition duration – This works…
180 healing power – This not so much… The only skill that heals is Water Arrow for a whopping 15 health!
I mean, it helps slot 6 (your main healing skill) and possibly other utility skills but surely we are not expected rely on Ice Bows healing power just to increased the effectiveness of other utility skills.
Overall, I think all conjure weapon skills could benefit from the lower cooldown model to promote a faster paced action skill set.