Replace Conjures with Wards

Replace Conjures with Wards

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

I never liked the idea of Conjures to begin with. Yes, they’re usefull for 1 or 2 skills they have (or none) but they ruin the whole purpose of Attunements.

If Vet Eles remember GW1 had Wards (http://wiki.guildwars.com/wiki/Ward_spell) that had much better self and team use then these Conjures.
Yes, those World Bosses might get harder without those Ice Storms and Fiery Rushes on Burning phases but that’s nothing that can’t be dealt with rebalancing scaled WB’s.

After a year and a half I finally figured what my Ele is missing… Wards! Offensive Wards, Defensive Wards they were really useful and I do think Eles should have them back. After all I see in Guardians some Wards and I think since they’re originally from Eles we should have them returned.
Hope this post doesn’t go to the trash bin and it gets to the devs so they could consider them if anything.

EDIT: was thinking more in the line of Ward against Melee, where skills inside the Ward would have a 50%? chance to fail. Then Ward of Reflection, reflecting incoming projectiles, then Ward of Zephyr’s Haste (granting faster casting time), Elite Ward (different effects depending on attunement) with a corresponding regular Ward with the same effects. And a Ward Healing Skill granting direct healing while cast and some aoe healing.

~ King Arian and Isabella of [EG] ~

(edited by Nabuko Darayon.9645)

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Posted by: Kyon.9735

Kyon.9735

Conjures are very useful in PVE and removing conjures would definitely displace Elementalists of its place in PVE. Adding wards however is a different thing.

I wish Eles in GW2 had more access to Blinds and Knockdowns through their skills like GW1 Eles did. Yes, we now have access to blinds through Blinding Ashes but it forces you 30 points deep into Fire and it’s single target with kitten ICD.

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Posted by: Fenrina.2954

Fenrina.2954

I like conjures because they allow me to attack in ways I couldn’t before. Not being bound to near melee range as a dagger ele is rather helpful.

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Posted by: cheese.4739

cheese.4739

Conjures actually bring great utility - the only one I’ve not seen people reasonably use anywhere is the Earth Shield (apart from maybe as another gimmick on stupid bloody Skyhammer), and there’s a chance that it might start getting used if someone gets the new Air trait working:

Frost Bow: AoE nuking, wherever you take it. Good control with #5 (and a bit of chill on #3).
Lightning Hammer: powerful damage output/blinds, popular in PvE.
Flame Axe: Might stacking, mobility, other utility from blast finisher.
Earth Shield: yeah this one’s iffy - it’s got control and defence, but I’d like to see its cast be a stunbreak (doesn’t even have to be instant-cast) or maybe some stability on it.
FGS: heavy damage and mobility, wheeee.

The whole ’1 or 2 skills’ thing actually fits pretty well with attunement dancing - you’re probably not regularly using all your CDs in each attunement, saving some utility for when you actually need it... so you can treat the conjure as an extra attunement, to be jumped into for use of a few more skills relevant to your situation.

I’m really pleased with the improvements that were made to these utilities, and I definitely don’t want to see them go, particularly for a completely different type of skill.

However... I’d kinda like to see us getting wards again, yeah. The main issue I see with creating such skills is that most of their effects already exist:
- Guardian consecrations
- Necromancer wells
- Ranger traps, to an extent

Traps and wells already existed in GW1 with roughly similar functions to what they do now... but it looks like Guards inherited a chunk of the old Ele’s support abilities, with the ward name on their 2-handed weapon #5s and the ward effects on their consecration skills.

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

Conjures actually bring great utility – the only one I’ve not seen people reasonably use anywhere is the Earth Shield (apart from maybe as another gimmick on stupid bloody Skyhammer), and there’s a chance that it might start getting used if someone gets the new Air trait working:

Frost Bow: AoE nuking, wherever you take it. Good control with #5 (and a bit of chill on #3).
Lightning Hammer: powerful damage output/blinds, popular in PvE.
Flame Axe: Might stacking, mobility, other utility from blast finisher.
Earth Shield: yeah this one’s iffy – it’s got control and defence, but I’d like to see its cast be a stunbreak (doesn’t even have to be instant-cast) or maybe some stability on it.
FGS: heavy damage and mobility, wheeee.

The whole ‘1 or 2 skills’ thing actually fits pretty well with attunement dancing – you’re probably not regularly using all your CDs in each attunement, saving some utility for when you actually need it… so you can treat the conjure as an extra attunement, to be jumped into for use of a few more skills relevant to your situation.

I’m really pleased with the improvements that were made to these utilities, and I definitely don’t want to see them go, particularly for a completely different type of skill.

However… I’d kinda like to see us getting wards again, yeah. The main issue I see with creating such skills is that most of their effects already exist:
- Guardian consecrations
- Necromancer wells
- Ranger traps, to an extent

Traps and wells already existed in GW1 with roughly similar functions to what they do now… but it looks like Guards inherited a chunk of the old Ele’s support abilities, with the ward name on their 2-handed weapon #5s and the ward effects on their consecration skills.

Well I just don’t see them adding a whole set of Wards (utility and Elite, maybe even Healing one) so that’s why I suggested replacing Conjures as I would like them to eventually move to real weapon choices with all 4 Attunement skills.

As for the existing Wards I still think we could benefit from similar Wards we had in GW1 just a bit redesigned for GW2 play.

I’m all for adding more and more skills and I really hope they give us 5man AoE Wards for all slots. I could see a whole new teamplaying Eles emerge.

~ King Arian and Isabella of [EG] ~

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Posted by: Fenrina.2954

Fenrina.2954

Well I just don’t see them adding a whole set of Wards (utility and Elite, maybe even Healing one) so that’s why I suggested replacing Conjures as I would like them to eventually move to real weapon choices with all 4 Attunement skills.

I’m not sure what replacing conjures would really accomplish. They already borrowed weapon skills to give them to conjures (Burning Retreat and Ring of Fire). I don’t see why they wouldn’t do the reverse and give new weapons access to appropriate conjure attacks (like a bow ele with Ice Storm).

In addition, I don’t see why a conjurer can’t fulfill this role either. Like a trait that turns the dropped conjure into a ward or makes the buffs a conjure gives aoe.

As for the existing Wards I still think we could benefit from similar Wards we had in GW1 just a bit redesigned for GW2 play.

I’m all for adding more and more skills and I really hope they give us 5man AoE Wards for all slots. I could see a whole new teamplaying Eles emerge.

I’m not really sure why these couldn’t be a weapon theme. Like a sword offhand skills or a longbow 4-5 skills would be wards or similar skills. Would that work?

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Posted by: Kyon.9735

Kyon.9735

You should explain how Wards work in GW1 since people can be too lazy to click that link

If you check, most replies are about what they will lose if we lose conjures but nobody else is talking about what else we will gain if we get warrds.

But nope, don’t replace conjures. Add Wards instead.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Ward against melee was my signature skill in GW1.

If they had that in GW2, I could just pop it on a node and go to sleep while the thief and warrior pushed numbers 1 and 2 100 times over.

Well, until it wears off, anyways.

I think that could be a great candidate for a new category of utilities though. They’d be similar to necromancer wells, although they could focus on providing different kinds of area effects. For instance, they could make them similar to GW1’s ward against melee and ward against foes, causing a percentage of melee attacks to “miss” (or be blocked or evaded) and cause a movement speed reduction without using conditions. Ward of stability is kind of already in the game on hallowed ground, although it could just be the ele version of it (like how unsteady ground is basically line of warding). I mean dang, if you threw all those three down on a spot, it would basically prevent any melee attackers from hurting you and your allies inside for the duration.

They could be pretty powerful group support-type utilities, which I don’t feel ele has at the moment. Their utilities that provide support are generally self-support, though you can trait them for group applications (i.e. signets popping flame aura and then having aura sharing). Then they could combine two useless traits into one and add a trait for ground-targeted wells (now I’m doing ANet’s work for them).

However, I’d rather they look at making things like glyphs better first before they start poking around with new things.

(edited by Yamsandjams.3267)

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Posted by: Kyon.9735

Kyon.9735

Ward against melee was my signature skill in GW1.

If they had that in GW2, I could just pop it on a node and go to sleep while the thief and warrior pushed numbers 1 and 2 100 times over.

Well, until it wears off, anyways.

I think that could be a great candidate for a new category of utilities though. They’d be similar to necromancer wells, although they could focus on providing different kinds of area effects. For instance, they could make them similar to GW1’s ward against melee and ward against foes, causing a percentage of melee attacks to “miss” (or be blocked or evaded) and cause a movement speed reduction without using conditions. Ward of stability is kind of already in the game on hallowed ground, although it could just be the ele version of it (like how unsteady ground is basically line of warding). I mean dang, if you threw all those three down on a spot, it would basically prevent any melee attackers from hurting you and your allies inside for the duration.

They could be pretty powerful group support-type utilities, which I don’t feel ele has at the moment. Their utilities that provide support are generally self-support, though you can trait them for group applications (i.e. signets popping flame aura and then having aura sharing). Then they could combine two useless traits into one and add a trait for ground-targeted wells (now I’m doing ANet’s work for them).

However, I’d rather they look at making things like glyphs better first before they start poking around with new things.

Very good point. Of course they will have to tone down some effects in order for it to work in GW2. I think the AoE circle of most wards will be a bit smaller than PvP cap points except Ward of Stability which would probably be as small as Hallowed Ground.

If wards and decent buffs ever come to GW2, Elementalist would probably give Guardians a good run for their money for the Bunker role. Most Ward related traits would probably be placed in Earth trait line since most wards in GW1 are from Earth.

(edited by Kyon.9735)

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i, too, miss wards. they brought so much better group support to the class than conjures could ever hope to bring.

actually, i think conjures should be redone….

1) taken out of the utility skill pool
2) in PvE, the 4 non elite conjures become the elemental weapon swaps.

what i mean by 2, is this. the lava axe would be the new skill bar if you hit the weapon swap button while in fire, frost bow would be the new skill bar if in water, earth shield in earth, and lightning hammer if in air.

i don’t think it could be balanced for PvP, but in PvE, it would allow elementalists to at least change roles while in combat, and make the class a little easier for beginners, since fire is the first element you have as a level 1, and lava axe is focused around damage and mobility. it’s a good first step. water is the second attunement we learn, and frost bow begins to teach control and support. then air, (lightning hammer) with more tactical offense, and then earth (earth shield) teaching more about defense.

it could even go so far as to make the current conjures the default skills within the element, and then after whatever level that weapon swaps are unlocked, then elementalist would be able to equip weapons for their role change. ie, staff / scepter + focus / dagger + dagger would be the secondary weapon set.

/sigh. i know. keep dreaming. cure your bacon deficiency before posting, Forgotten Legend.

– The Baconnaire

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Posted by: Relshdan.6854

Relshdan.6854

not a big conjures fan, but see that most have some value in certain builds……that said, I would certainly welcome the addition of wards.

would require a bunch of new traits, so wouldn’t expect any sort of additional skill type….ever (though we can dream).

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
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Posted by: Kyon.9735

Kyon.9735

I think if they ever decide to bring wards to GW2 the traits would be:

• Lower CD and/or increased duration
• Larger AoE and/or increased effect

Basically the same as Warrior Banners.

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Posted by: chris.6583

chris.6583

i just want no one else can use my conjured weapons cause they waste them or bug trying to loot

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Posted by: Fenrina.2954

Fenrina.2954

i just want no one else can use my conjured weapons cause they waste them or bug trying to loot

I know the feeling. I’m kinda torn on it. I like being able to help by providing others with access to skills, but I wish they couldn’t hurt my setup in the process. The latter tends to happen more often.

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Posted by: cheese.4739

cheese.4739

i just want no one else can use my conjured weapons cause they waste them or bug trying to loot

I know the feeling. I’m kinda torn on it. I like being able to help by providing others with access to skills, but I wish they couldn’t hurt my setup in the process. The latter tends to happen more often.

Oh aye, in PvE I’d really like to be able to choose whether I was sharing – far too often do I place down a Flame Axe somewhere useful for me, only to see it picked up by someone, get AA’d a couple of times, then dropped. No real might stacking, they gained no utility, they just picked up the conjure because it was there (and hey, that’s what they’re for, right?). It’s only ever okay for some random to pick up and waste it if they use skill 3 and accidentally Burning Retreat off a cliff.
I wouldn’t object if they used it to contribute to the group, but far too few people know how to use them (particularly the Flame Axe and Earth Shield, which aren’t so great for dps dps dps) but will still pick the things up.

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

i just want no one else can use my conjured weapons cause they waste them or bug trying to loot

I know the feeling. I’m kinda torn on it. I like being able to help by providing others with access to skills, but I wish they couldn’t hurt my setup in the process. The latter tends to happen more often.

Oh aye, in PvE I’d really like to be able to choose whether I was sharing – far too often do I place down a Flame Axe somewhere useful for me, only to see it picked up by someone, get AA’d a couple of times, then dropped. No real might stacking, they gained no utility, they just picked up the conjure because it was there (and hey, that’s what they’re for, right?). It’s only ever okay for some random to pick up and waste it if they use skill 3 and accidentally Burning Retreat off a cliff.
I wouldn’t object if they used it to contribute to the group, but far too few people know how to use them (particularly the Flame Axe and Earth Shield, which aren’t so great for dps dps dps) but will still pick the things up.

Also I don’t get the conjure trait for 25 conjures. i can barely do 15 charges before they disappear in my hand. They could devote more time into adjusting them properly.

~ King Arian and Isabella of [EG] ~

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Posted by: Kaleban.9834

Kaleban.9834

Conjures are powerful because Ele skills still are not balanced properly, and the amount of damage Ele’s are forced to sacrifice for their supposed “versatility” (despite not having it in the first place and certainly not after all the nerfs) makes skills like FGS and FB pretty necessary for Eles to contribute in dungeons and organized PvE.

The number of times my Ele has basically been a conjure monkey for bad PUGs to help carry through some content is ridiculous.

What ANet should do is make Ele skills powerful enough so that our normal weapon skills can compete with the likes of Warriors, Guardians and Mesmers, and then replace Conjures with Wards, as they were a staple in GW1 and also pretty common in most fantasy fiction with wizards. I wouldn’t mind if the ward centered on the Ele, and moved with him (sort of like Mr. Sparkles in CoE story), but if they had to be stationary I wouldn’t mind, it would be like having access to longer and more powerful versions of Swirling Winds.

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Posted by: Chuck Zitto.2367

Chuck Zitto.2367

Conjurs glyphs and arcane utilities are all garbage. Ele is forced to use cantrips cus they have no defensive mechanics like pretty much every other class has.

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

Actually now that I think about this… our Conjure weapons should be replaced by a different object, like a Conjure Spellbook of some sort

~ King Arian and Isabella of [EG] ~

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Posted by: Cecilia.5179

Cecilia.5179

They really should improve glyphs and give them a more unified purpose before they add a new set of utilities.

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Posted by: Grimreaper.5370

Grimreaper.5370

Before they add anything new, they need to fix the current game.

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Posted by: FateTwine.2390

FateTwine.2390

+1 to adding wards… maybe as an area where all allies gained a small buff? I would really like that (sorta support-y person) and it would encourage fighting in a certain area. In SPvP it might be a little strong if it was just popped on a point…

There would be counterplay to it too. You could kite/bait the team out of the area or disengage and engage while it is on cd. Then the ele has lost a lot of power and you have an advantage.

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Posted by: Zicarous.2134

Zicarous.2134

id love wards great in gw1.

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Posted by: Kulvar.1239

Kulvar.1239

Before removing conjured weapons, Elementalist need real weapon skills. But I would love it.

Wards :
Ground targeted spells with 900 range units and 240 units effect radius. Last 9s with a 30s cooldown, pulse each 3 seconds, 4 pulsations.

Ward of Restriction
Fire, Weakness foes 3s
Water, Chill foes 2s
Air, Blind foes 5s
Earth, Immobilize foes 1s

Ward of Destruction (deal few direct damages to all nearby foes)
Fire, Burn foes 1s
Water, Poison foes 3s
Air, (2x) Torment foes 3s
Earth, (3x) Bleed foes 3s

Ward of Solace
Fire, remove a condition on allies
Water, heal allies
Air, grants Vigor (2s) to allies
Earth, grants Protection (2s) to allies

Ward of Revenge
Fire, grants 5x Might (3s) to allies
Water, grants Retaliation (3s) to allies
Air, grants Fury (3s) to allies
Earth, grants Stability (1s) to allies

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Posted by: Silferas.3841

Silferas.3841

Without conjures ele will cease to be viable in dungeons. It’s conjured weapons that make ele the top dog in the tough fight for spots in dungeon speedrun parties, and at the moment eles are quite viable in every other area of the game (including PvP thanks to the runes of strength and celestial amulet change last patch).

What you are asking for is the same as killing off this class completely in one area of the game.

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Posted by: silvermember.8941

silvermember.8941

Without conjures ele will cease to be viable in dungeons. It’s conjured weapons that make ele the top dog in the tough fight for spots in dungeon speedrun parties, and at the moment eles are quite viable in every other area of the game (including PvP thanks to the runes of strength and celestial amulet change last patch).

What you are asking for is the same as killing off this class completely in one area of the game.

Speed runs are not really an issue for the majority just a insignificant few. So we would be fine.

As u know im pro. ~Tomonobu Itagaki

This is an mmo forum, if someone isn’t whining chances are the game is dead.

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Posted by: Tupi.2967

Tupi.2967

Without conjures ele will cease to be viable in dungeons. It’s conjured weapons that make ele the top dog in the tough fight for spots in dungeon speedrun parties, and at the moment eles are quite viable in every other area of the game (including PvP thanks to the runes of strength and celestial amulet change last patch).

What you are asking for is the same as killing off this class completely in one area of the game.

Well, Staff Berserker elementalist OutDPSed Hammer builds before patch and still has more DPS than many professions right now (PVE). We can live without Hammer, but the Staff rotation is quite boring.

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Posted by: Kulvar.1239

Kulvar.1239

Without conjures ele will cease to be viable in dungeons.

It’s why I said “Before removing conjured weapons, Elementalist need real weapon skills.”

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Posted by: Silferas.3841

Silferas.3841

Speed runs are not really an issue for the majority just a insignificant few. So we would be fine.

1) Speedruns, along with sPvP are the only places where individual skill matters. It’s what you call “insignificant minority” who are the only skilled players in this game.
2) Dungeons and fractals are the only real PvE endgame this game has, and PvE is still the biggest game mode player-wise out of all 3. Please use your brain before posting. What you just vomitted on your keyboard makes you not only seem arrogant, but conceited, misinformed, thoughtless and borderline stupid as well. A lot of people do dungeons. The numbers are comparable, if not bigger than WvW. PvE still is the milking cow of ANet, and dungeons are the endgame of PvE, repetitive as they may be.
3) Wvw is a zergfest where more often than not you lag too much to actually be capable of any skillful play, and the numbers of people in a zerg are often too big for your actions to be of any real significance, unless you are the commander (where ele would be a stupid choice regardless of wards or not).
4) While the removal of conjured weapons would impact dungeon speedruns the most, it would not be without it’s impact on any dungeon run, and would harm the PvP/WvW roaming ele as well (namely fiery greatsword, the only mobility ele has at the moment).
5) What irritates me the most, is that you are proposing a removal of a set of weapons most people aren’t even unhappy with. You are not proposing addition in another feature patch, but removal, because of your own selfish views and reasons, and when people come to oppose you, you label them insignificant. How much more selfish, blind and arrogant can you get? Do you have no brain to grasp the concept of idiocy towards which you are headed? Play however you want and let others play how they want, was that not the core concept of this game as it was released?

You disgust me.

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Posted by: Silferas.3841

Silferas.3841

Without conjures ele will cease to be viable in dungeons. It’s conjured weapons that make ele the top dog in the tough fight for spots in dungeon speedrun parties, and at the moment eles are quite viable in every other area of the game (including PvP thanks to the runes of strength and celestial amulet change last patch).

What you are asking for is the same as killing off this class completely in one area of the game.

Well, Staff Berserker elementalist OutDPSed Hammer builds before patch and still has more DPS than many professions right now (PVE). We can live without Hammer, but the Staff rotation is quite boring.

Staff ele has no utility of it’s own, other than providing a fire field for the LH ele to blast. Without the Ice Bow, fire ele doesn’t pull very far ahead of a backstab thief, who provides more team utility with blinds, stealth and projectile deflection. The new staff ele build cannot even blast into his own fire fields to pre-stack might, or keep up fury, because he needs to conserve arcane skills to keep arcane lightning up.

With the removal of conjured weapons, staff ele would get hit just as much as any ele build and it’s viability would be questioned. There might be a spot for one in some parties, but most of the time a build that makes it easier and faster to finish the dungeon would be preferred

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Posted by: Tupi.2967

Tupi.2967

Might is easier to get now, everyone in a party can blast lava font. Staff Elementalists are required in WvW zergs too. Have you joined some organized WvW Guild?

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Posted by: MrFlump.8725

MrFlump.8725

Why replace them? They would need to make the ward skills if they replace them and taking out a whole utility type for eles (as well as the traits) when they could just add wards and keep conjures.

We have has new heal skills and traits so far so hopefully next time we will get a new utility skill type for each class (dont say its to many they added 40 new traits so 3-4 per class is fine.) If not it will most likely be an elite skill

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Posted by: Yajnho.2875

Yajnho.2875

Definitely two sides to this issue, and I see them both. On the one hand you have a set of skill, conjures, which at this point have been in the game for an extended period of time and there are folks who have toons built around them, and some folks are emotionally attached to those builds. Clearly silferas is one of them.

It can be difficult to remove a longstanding feature from any game because the players Using the feature will feel cheated. And whether the feature was actually good or not, those players have a right to feel that way. No reason to attack others for there opinions though, just state yr case and move on.

I personally dislike the way the conjure mechanics mesh (or don’t mesh) with the rest of the elementalist design, but I recognize that a lot of people use them in specific pve content. I also have to admit there is solo roaming pve content which I could not have completed without a hammer.

I wish our primary skills had a little more umph. This could be accomplished by lowering the cool downs of some of the skill, decreasing the casting time of some, or by slightly increasing the damage of some. Right now the damage of most of the skills is low, and the cool downs are long. The justification for this is that we have so many more skills, but it takes just as long to spam out those skills as any other class, so I am not sure the long cool downs and the lower damage are justified, certainly not both.

To be clear, I think these adjustments would be minor, and only one or two of them would be necessary.

As to wards, I would rather signets and glyphs were improved. Make the active effects of signets aoe. Change air signet from a single target blind to an aoe push. Elementalists need an interrupt in the utilities that doesn’t involve loosing all primary skills (earth shield).

And glyphs just need an overhaul. A cursory perusal of these forums reveals that no one is using them, aside from the elite elemental, and that’s because our elites are kinda lame as we’ll.

So I personally don’t like the conjures, but I would not jump to removing them. I am not apposed to wards, but I think we should fix many other things including our primary skills.

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

Before removing conjured weapons, Elementalist need real weapon skills. But I would love it.

Wards :
Ground targeted spells with 900 range units and 240 units effect radius. Last 9s with a 30s cooldown, pulse each 3 seconds, 4 pulsations.

Ward of Restriction
Fire, Weakness foes 3s
Water, Chill foes 2s
Air, Blind foes 5s
Earth, Immobilize foes 1s

Ward of Destruction (deal few direct damages to all nearby foes)
Fire, Burn foes 1s
Water, Poison foes 3s
Air, (2x) Torment foes 3s
Earth, (3x) Bleed foes 3s

Ward of Solace
Fire, remove a condition on allies
Water, heal allies
Air, grants Vigor (2s) to allies
Earth, grants Protection (2s) to allies

Ward of Revenge
Fire, grants 5x Might (3s) to allies
Water, grants Retaliation (3s) to allies
Air, grants Fury (3s) to allies
Earth, grants Stability (1s) to allies

Interesting ideas but I feel like you’re missing Ward Against Melee Also I’d hate to see Wards become another boon building machine. It should have interesting unique effects. We already have enough boons.

I was thinking more in the line of Ward against Melee, where skills inside the Ward would have a 50%? chance to fail. Then Ward of Reflection, reflecting incoming projectiles, then Ward of Zephyr’s Haste (granting faster casting time), Elite Ward (different effects depending on attunement) with a corresponding regular Ward with the same effects. And a Ward Healing Skill. We know we need more of those

~ King Arian and Isabella of [EG] ~

(edited by Nabuko Darayon.9645)

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Posted by: ReSpect.7125

ReSpect.7125

Wards sounds fun. Also add a heal- and eliteskill ward. So its possible to be a “ward-elementalist”. But first as several other have said, improve glyphs. Also would like to see an arcane elite. Ive wanted to be an arcane ele but its getting ruined at elite. Having summon elemental to attune to earth when soloing camps in WvW.

Zandra Zvift lvl 80 human elementalist
Good luck and may the six watch over you

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

I never liked the idea of Conjures to begin with. Yes, they’re usefull for 1 or 2 skills they have (or none) but they ruin the whole purpose of Attunements.

If Vet Eles remember GW1 had Wards (http://wiki.guildwars.com/wiki/Ward_spell) that had much better self and team use then these Conjures.
Yes, those World Bosses might get harder without those Ice Storms and Fiery Rushes on Burning phases but that’s nothing that can’t be dealt with rebalancing scaled WB’s.

After a year and a half I finally figured what my Ele is missing… Wards! Offensive Wards, Defensive Wards they were really useful and I do think Eles should have them back. After all I see in Guardians some Wards and I think since they’re originally from Eles we should have them returned.
Hope this post doesn’t go to the trash bin and it gets to the devs so they could consider them if anything.

The Guardians have the wards, we have the conjured weapons, see the conjured weapons as extra atunements to swap to with a slightly higher cooldown.

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

The Guardians have the wards, we have the conjured weapons, see the conjured weapons as extra atunements to swap to with a slightly higher cooldown.

Actually a lot of professions have ward-like skills in their asset so it’s not just guardian’s thing.

~ King Arian and Isabella of [EG] ~

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Posted by: cheese.4739

cheese.4739

The Guardians have the wards, we have the conjured weapons, see the conjured weapons as extra atunements to swap to with a slightly higher cooldown.

Actually a lot of professions have ward-like skills in their asset so it’s not just guardian’s thing.

Hm? A lot of professions have persistent, ground-based AoEs that hamper foes or assist allies, in the way that gw1 Wards and Wells worked – but only Guardians and Elementalists can create impassable terrain – unless it’s not possible to dodge through Spectral Wall? In which case:
Guards have three (Line/Ring of Warding, Sanctuary) two on weapons, one utility
Eles have one (Unsteady Ground) on a weapon
Necroes have one (Spectral Wall) as a utility

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

The Guardians have the wards, we have the conjured weapons, see the conjured weapons as extra atunements to swap to with a slightly higher cooldown.

Actually a lot of professions have ward-like skills in their asset so it’s not just guardian’s thing.

Hm? A lot of professions have persistent, ground-based AoEs that hamper foes or assist allies, in the way that gw1 Wards and Wells worked – but only Guardians and Elementalists can create impassable terrain – unless it’s not possible to dodge through Spectral Wall? In which case:
Guards have three (Line/Ring of Warding, Sanctuary) two on weapons, one utility
Eles have one (Unsteady Ground) on a weapon
Necroes have one (Spectral Wall) as a utility

Well since I was inspired by GW1 wards I’d go with how they worked. They were stationary pbaoe areas. If you cross them you’d gain their buff, if you leave them you’d lose the buff.

~ King Arian and Isabella of [EG] ~

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

The Guardians have the wards, we have the conjured weapons, see the conjured weapons as extra atunements to swap to with a slightly higher cooldown.

Actually a lot of professions have ward-like skills in their asset so it’s not just guardian’s thing.

Hm? A lot of professions have persistent, ground-based AoEs that hamper foes or assist allies, in the way that gw1 Wards and Wells worked – but only Guardians and Elementalists can create impassable terrain – unless it’s not possible to dodge through Spectral Wall? In which case:
Guards have three (Line/Ring of Warding, Sanctuary) two on weapons, one utility
Eles have one (Unsteady Ground) on a weapon
Necroes have one (Spectral Wall) as a utility

Well since I was inspired by GW1 wards I’d go with how they worked. They were stationary pbaoe areas. If you cross them you’d gain their buff, if you leave them you’d lose the buff.

mesmer glamour skills?

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Posted by: Amethyst Lure.5624

Amethyst Lure.5624

I think they are pretty cool, myself. Though I’m always open to -more- possibilities rather than taking one away.

I also think it’s okay with the attunement thing, especially since you can get traits that will still affect your conjure depending on attunement.

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

I think they are pretty cool, myself. Though I’m always open to -more- possibilities rather than taking one away.

I also think it’s okay with the attunement thing, especially since you can get traits that will still affect your conjure depending on attunement.

I wish they’d redo a bit Conjure at least. Ether remove charges and have it equipped full duration or make it a perma-wielding weapon while active. Even redo the skills I guess so we can have a real 2nd weapon on us.

~ King Arian and Isabella of [EG] ~