New, tactical improvement to conjured weapons

New, tactical improvement to conjured weapons

in Elementalist

Posted by: ResJudicator.7916

ResJudicator.7916

Currently, when you cast a Conjure Weapon utility, one weapon appears in your hand and the other appears at a targeted location. My suggestion is to add or modify the current weapon skills so that the two summoned weapons interact with each other. This would give more strategic depth to the conjure weapon utilities as well as creating room for clever teamplay.

Here’s an example:
Replace the Lightning Hammer’s “Lightning Storm” skill effect with the following:
“Range 600. 1/2s cast time. When cast, teleport to the other summoned lightning hammer. Summon a lightning storm at your destination which damages nearby enemies and dazes them. 360 aoe. 40 second CD.”
(If the other hammer has already been used up, then this skill is replaced by the current lightning storm skill which just deals some damage).

So if you’re the only one using a lightning hammer and the other lightning hammer is on the floor nearby, you can activate Lightning Storm to teleport to the other hammer and activate the aoe dmg/daze. If someone has picked up the other lightning hammer, then you can each teleport to the other. (If you cast it at exactly the same time then I’d guess you’d just switch places. Or the universe would collapse). If the other lightning hammer is missing, then you’d end up just casting the current weaker lightning storm.

This opens up a whole new dimension for strategic play, both individually and in teams. Furthermore, it’d be a mechanic that currently doesn’t exist in the game so it wouldn’t step on any other class’s toes. The location where you summon your duplicate weapon now makes a huge difference even if you’re solosing. And this would open up a lot of possibilities in teamfights (giving your ally a hammer so that he can teleport to you when getting ganked, or teleporting to your ally to interrupt a key attack).

As it stands now, conjured weapons are seldom if ever used outside of using lightning hammer for easy pve content and firey greatsword for wvw mobility. This change I think buffs conjured weapons in a way that makes for more interesting and dynamic gameplay. What are your thoughts on this?

Here’s some ideas for the other weapons:
Flame axe:
Replace burning retreat with “Firey Bond: Range 600. Create a wall of fire between you and the other conjured flame axe. Enemies passing through the wall take heavy damage and are set on fire.” (For lag reasons, the wall doesn’t move with you — it stays in place. To compensate, the damage is increased. So it’s important to nail that first shot by making sure the two fire axes are lined up properly.)

Magnetic shield:
Crippling shield (the current #2 skill): Throw your shield in a line, crippling struck foes. The shield then bounces off the other conjured magnetic shield before returning to you. (This let’s you get off multiple hits if the other magnetic shield is available and in range).

Ice bow:
Get rid of skill #1, then weaken frost volley (Skill #2) and make it the default autoattack. Add a new skill that creates an aoe healing mist centered around the other frost bow. If the other frost bow isn’t available, then a smaller healing mist is created around you, instead.

New, tactical improvement to conjured weapons

in Elementalist

Posted by: Artifect.9647

Artifect.9647

I like this idea!

New, tactical improvement to conjured weapons

in Elementalist

Posted by: MaXi.3642

MaXi.3642

interesting idea