How to make conjures less bad
Or just make them kits. With an optional cooldown if spawning a second weapon via sequence skill for another player (which does have charges).
So you swap to FGS, and play with it all day. Its not OP because you’re locked out of all your other skills. Would finally make sense given the Ele has no weapon swap. As long as you don’t spawn a second weapon via the sequence skill, you can freely switch between the Conjure and normal skills (with, say a 5s internal CD on all Conjures).
IF you then spawn a second FGS for another player, the spawned one lasts for 15 charges. You can keep playing with the FGS, but if you swap out of FGS, say back to Staff for a Water Field, FGS goes on a 180s CD.
Then just apply this design to the other Conjures. Its in a similar vein to Guardian Virtues. By “activating” the Conjure sequence, you’ve spawned another weapon and increased overall party utility/DPS, but only for a short time.
Conjures are incredibly strong already.
You need to backup such a ridiculous statement with proof. Or stop trolling the Ele forums.
Conjures are incredibly strong already.
Theoretically. In play, they’re clunky and you’re often better off just using your regular abilities. The one exception goes to Lightning Hammer, but the build associated with it isn’t very good outside of casual play. Bow has one good skill, and would probably be more useful if you were able to give it to players who could support higher offensive states. Greatsword is okay, but the cooldown reduces its overall effectiveness. Furthermore this is really only true for the PvE and sometimes WvW setting. Conjures are rarely ever used in sPvP, except maybe outside of killing the khylo treb.
With this change the Elementalist is given more options as to what he or she wants to do with the conjures. For Elementalists that don’t invest in conjure traits, it may be better to hand all charges over to allies. Elementalists built for conjures may choose to keep all weapon charges for themselves. It’s amazing they haven’t chosen to do this already.
Or just make them kits. With an optional cooldown if spawning a second weapon via sequence skill for another player (which does have charges).
So you swap to FGS, and play with it all day. Its not OP because you’re locked out of all your other skills. Would finally make sense given the Ele has no weapon swap. As long as you don’t spawn a second weapon via the sequence skill, you can freely switch between the Conjure and normal skills (with, say a 5s internal CD on all Conjures).
IF you then spawn a second FGS for another player, the spawned one lasts for 15 charges. You can keep playing with the FGS, but if you swap out of FGS, say back to Staff for a Water Field, FGS goes on a 180s CD.
Then just apply this design to the other Conjures. Its in a similar vein to Guardian Virtues. By “activating” the Conjure sequence, you’ve spawned another weapon and increased overall party utility/DPS, but only for a short time.
This would probably be better, but I’m sure the devs have some (probably contrived) reason as to why the skills weren’t designed as kits in the first place.
(edited by TwoBit.5903)
Fiery Greatsword 1 when specced properly will crit up to 6k, and it pierces, that’s far more than my Lich form as a burst Necromancer. Frostbow 4 is an incredibly strong AoE, with luck you can kill anyone standing on a point, the 5 skill is also strong, along with the burst. Lava Axe can be powerful in the right hands, but is otherwise meh. Lightning hammer is definitely somewhat weak. Earth shield is fine.
Whenever I use my Elementalist in tPvP, I will often conjure weapons for allies and myself for superb AoE damage that is more effective than my Staff. Their cooldowns are also fine, I find myself using Frostbow very often whenever I need it.
(edited by TheMightyAltroll.3485)
Fiery Greatsword 1 when specced properly will crit up to 6k, and it pierces, that’s far more than my Lich form as a burst Necromancer. Frostbow 4 is an incredibly strong AoE, with luck you can kill anyone standing on a point, the 5 skill is also strong, along with the burst. Lava Axe can be powerful in the right hands, but is otherwise meh. Lightning hammer is definitely somewhat weak. Earth shield is fine.
Whenever I use my Elementalist in tPvP, I will often conjure weapons for allies and myself for superb AoE damage that is more effective than my Staff. Their cooldowns are also fine, I find myself using Frostbow very often whenever I need it.
Fiery Greatsword has not really impressed me. When you say it crits for 6k, I assume you mean all 4 fireballs added together. That takes twice as long as a fire-attuned auto-attack, and I honestly had trouble noticing a big difference in damage between the two.
Flame Axe was useful when leveling, but I haven’t really found much use for it since then. Lightning Hammer is in a similar situation, though arguably more useful if given to the right class.
Frost Bow is pretty excellent, I agree. Mostly for PvE and WvW, though, and primarily for its fourth skill. I usually cast it, and drop the bow immediately. I dunno what makes you think the 5 skill is strong though, as I’d rate that the worst one. Long wind-up that roots you in place and a projectile that’s fairly easy to dodge if you’re using it on another player.
Earth Shield falls under the category of “why would anyone ever use this?” Seriously. The only thing it has going for it is the pull. That’s it. And the pull has half the range of the engineer’s Magnet Toolkit skill. I’d be happy to be proven wrong on this conjure, but I’ve never been in any situation where’d I’d seriously consider using it.
Fiery Greatsword 1 when specced properly will crit up to 6k, and it pierces, that’s far more than my Lich form as a burst Necromancer.
It’s a 2 3/4 second channel, so that’s not all that impressive.
Fiery Greatsword 1 when specced properly will crit up to 6k, and it pierces, that’s far more than my Lich form as a burst Necromancer.
It’s a 2 3/4 second channel, so that’s not all that impressive.
That and the Elementalist could be doing far more useful things than spamming autoattack.
Bow has one good skill, and would probably be more useful if you were able to give it to players who could support higher offensive states.
Uh, the spread shot chill, the 100% projectile finisher rapid fire, or the PvE/WvW AoE death machine?
I mean, I know #1 and 5 have pretty much no use due to slow firing, and the cooldowns are rather long, but it’s still very good in the proper situations.
Bow has one good skill, and would probably be more useful if you were able to give it to players who could support higher offensive states.
Uh, the spread shot chill, the 100% projectile finisher rapid fire, or the PvE/WvW AoE death machine?
I mean, I know #1 and 5 have pretty much no use due to slow firing, and the cooldowns are rather long, but it’s still very good in the proper situations.
Fan is good up close because of the chill, but in a PvE setting anything that isn’t DPS isn’t really worth it. Same deal with the freezing shot. As for WvW, would you even be close enough in to abuse it? The rapid fire finisher isn’t as good as it sounds, because the projectile combos (except maybe for confusion in WvW, but that’s been nerfed) in game the aren’t something to write home about. You’ll actually do more dps/have more utility by just dropping it after the storm and then cycling through your weapon skills. This isn’t to say you can’t use it if you wanted to, it’s just not as good as it sounds.
(edited by TwoBit.5903)