My conjure rework

My conjure rework

in Elementalist

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

So, it’s no secret that conjures are pretty niche (to put it generously), mainly because they lock the Elementalist out of their main mechanic and reduce their versatility.

My redesign is multi-step, but it’s also quite simple.

Step 1 – Redesigning the utilities:

Conjure weapons no longer replace all of your skills but rather only the skills of its associated attunement until either you press weapon swap to unequip the weapon or you run out of charges. Flame Axe replaces your Fire skills. Ice Bow replaces Water. Lightning Hammer replaces Air. Shield replaces Earth.

Time out durations and the dropped weapon are scrapped entirely with the rework. This is to give them a greater sense of identity and to allow more power to be focused into the conjure itself rather than the pair of them.

Step 2 – But what about Firey Greatsword?

The current FGS is honestly pretty similar to the Flame Axe – just better and with slight variations on the skills. So how do we fix it?

Simple. Make it match the Elementalist’s fifth core specialization – Arcana. It is now the Arcane Greatsword and has a new Collection weapon skin, Elementum, which requires you to collect all of the other Conjure-themed Mystic Forge skins to obtain.

To solidify it as an Elite skill, it now replaces all four attunements and has new skills for each attunement, effectively making it an entire new weapon set!

Step 3 – Now onto traits.

Remove Conjurer. It’s pretty much a joke. Conjure traits need to be more role fitting. And we can use these to buff some other traits. The traits in question, of course, would be those that best match the new attunements – those grandmasters that are themed around their attunement.

  • Bountiful Power – Deal 2% more damage for each Boon on you. Gain boons associated with your current attunement each second while wielding an Arcane Greatsword.
  • Pyromancer’s Puissance – Gain Might when you use a Fire skill. Increases the stat bonus of Conjure Flame Axe by 100%.
  • Fresh Air – Air Attunement recharges when you critically hit. Increases the stat bonus of Lightning Hammer by 100%.
  • Stone Heart – You cannot be critically hit while attuned to Earth. Increases the stat bonus of Earth Shield by 100%.
  • Soothing Power – Increases the healing effect of Soothing Mist. Increase the stat bonus of Ice Bow by 100%.

So, what do you think?

(edited by Duke Blackrose.4981)

My conjure rework

in Elementalist

Posted by: Alekt.5803

Alekt.5803

What’s good about conjured weapon is exactly because you can use it to reshuffle your attunements and work with an unpredictable pattern. Your suggestion does not consider that strenght within conjured weapon.

Builds using a conjured weapon in a serious way can put aside the attunement dependancies and rotations. Moreover, they can simply use the attunement swap bonuses to complement the conjured weapon. For instance, attuning to air for super speed while using the earth shield, followed by a fire dodge roll. You can also use Pyromancer’s puissance while holding the Earth Shield and benefit from the highest cast speed possible for the elementalist.

Tempest will also have a good synergy with conjured weapon, but for that, I wish not to share too much.

To conclude, your suggestion breaks what I like the most about conjured weapon.

If I can add my opinion on Conjurer Trait. I would also like to add that the current Conjurer trait is not very good, and such trait directed at conjured weapon must not make or break the conjured weapons. I don’t want to be forced into X line because I want to add a conjured weapon in my utility bar. The reason is simple, there is no way to give a clear and direct direction to follow for such builds. ::: I use Earth Shield offensively; not defensively as most people think it is “designed” to do.

Alerie Despins