Constructive feedback on Conjures
Posted by: Sunshine.5014
Already quit PvP. Just log in here and there to troll.
Old Forums Archive
Posted by: Sunshine.5014
This has the same up time as the original design (100% up time). This also allows the Ele to share a conjure with friend (by dropping it). At the same time, it’s a lot less clunky than the current design.
People don’t use conjures not because it’s weak, but because it’s extremely clunky.
Posted by: Celtus.8456
It’s really clunkier and more awkward now ;/
I hope they will get another look, and that this isn’t their final vision of perfection for conjures…
Posted by: Qori.9671
we should be able to summon them into our enemies hands and they are forced to use it for 30 sec ! really sad but true , one of our whole utility lines would have people crying for nerf if we could force it upon them lol
In addition to that, some of the conjures need some major buffs. I think Conjure Earth Shield would be usable if Magnetic Shield had a larger pull radius. Instead of 400 it should be around 900-1200 to make it more in line with other pulls like Engi’s Toolkit.
Posted by: lLobo.7960
I think a charge system, with 2 charges and 30s charge recharge with the skill summoning one conjure per cast (on your hand if target at your location, at location otherwise) would be a great way to go about it.
Posted by: Conqueror.3682
They need to be buffed enough tobe usable in all their duration.
Or maybe they can be treated like engineering kit, but rather called elemental kits..
Posted by: plushiesoda.8150
or just rework them as inge kits. I’d love the idea o being a “magical archer” even if it were suboptimal lol
Posted by: Mercurias.1826
Grabbing them and blasting away for 3-4 attacks in conjunction with a friend usually works fine in practice. I used to run Frost Bow, Lightning Hammer, and Fiery Greatsword in dungeons back in the day. Two people would fire off Frost Bow 4, 5, 3, and 2, then swap to hammer for 1 spam and then use FGS for mobility and DPS.
Posted by: Conncept.7638
There has been years of constructive feedback on conjures, their mechanic is both contradictory to the very design of the base ele and impossible to balance given the severity of mechanical difference between a skill bar with and without them.
It’s the plain and simple truth at this point that ANet just doesn’t take feedback when it isn’t in line with what they’ve already decided to do; and they decided long ago they are not putting in the work to make conjures work with the attunement system, and that is really the only way to fix them.
(edited by Conncept.7638)
Posted by: ValarX.6729
An idea on how to bring Conjures back in line with the Elementalist direction.
Trait this so that people can opt out. When you cast a Conjure weapon, if the elemental attunement related to the conjure is not on cooldown, activate that elemental attunement (doesn’t count for overloads). Note that this is NOT when you pick up a weapon, just on the cast.
Conjure Flame Axe: Fire Attunement
Conjure Earth Shield: Earth Attunement
Conjure Frost Bow: Water Attunemnet
Conjure Lightning Hammer: Air Attunement
Conjust Firey Greatsword: Fire Attunement
Being in the right attunement usually means the best synergies with the weapon, activates all of the switching attunement bonuses, and saves a button press.
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