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Posted by: TGSlasher.1458

TGSlasher.1458

Some of the skills are powerful (frost bow 5 for example. Find a friend use this on him and then get him to stun break it… pretty sure this still isn’t fixed). However, the style of these weapons seems to be, pick it up, use the good skills and drop it asap or die, which is a shame.

Remove the charges
Make it so dropping the weapon drops it as a reusable weapon with the same remaining cd.

-OR-
make the weapon replace it’s elements attunement.

Slasher Sladorian – Charr Warrior – [DECM] | Sea of Sorrows
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows

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Posted by: Verow.6904

Verow.6904

The greatsword is very stong.
The biggest problem is that an elementalist has 4 sets of 5 skills with his weapons but when you are useing a conjure weapon he has only 1 set. If you have some points spend is arcane trait line you can still get some bonuses from switching attuments when holding a conjured weapon but its still a very weak bonus.
They need to rework the way conjure weapons work, they must remove the charges and make the weapons work better with elementalists arrument

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Posted by: Blimm.5028

Blimm.5028

Better way to handle it: Allow us to drop summoned weapons and pick them up again, without resetting uses ofc.
GS4 → Teleport trick is insane vs enemies trying to rezz!

Think With Portals [TWP]: 4th of 16 at Guildnews.de cup
Liane Frostfire – Elementalist [TWP] Ilona Frostfire – Mesmer [TWP]
Enya Frostfire – Mesmer [OMFG]

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Posted by: Dand.8231

Dand.8231

Maybe…. Conjure Weapon could be condensed into one elite skill, which summons a weapon in your hand and on the ground, based on attunement at the time? And the weapon (only the one in your hand) switches to match the attunment along with you?

PS: You want a real kick in the nuts using ground item based skills? Roll a banner warrior! XD

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Posted by: Jabberwock.9014

Jabberwock.9014

Honestly the conjures have some good skills like earth shield pull and frost bow freeze… however it would be more useful if those skills were just normal utility skills so you don’t have to waste precious time summoning the weapons.

Get stoned whenever you want:
Endless Petrification Tonic

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Posted by: Solo.9027

Solo.9027

Maybe…. Conjure Weapon could be condensed into one elite skill, which summons a weapon in your hand and on the ground, based on attunement at the time? And the weapon (only the one in your hand) switches to match the attunment along with you?

That would be amazing, but there are two fire conjures both with their own merits.

A more simple/likely solution would be to let us pick up our second conjure while holding the first still and double the charges/time that it is active the way duration boons work. Or maybe make conjures a chain skill that needs to be activated twice to summon a second for an ally to use.

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Posted by: Red Jay.2516

Red Jay.2516

I will just paste my suggestion from older thread. Basically, conjures shouldn’t lock us from attunement skills other than its own element:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Conjure-Weapons-Weapon-swap/first#post2363478

I was thinking something along those lines as well, although my idea works with attunements, instead of weapon swap. Sorry for the hijack.

First of all, IMO, conjure weapon skills need to be reworked.

The only situationally useful utilities are hammer and greatsword, and that is only in very specific builds, or for using one or two skills before dropping them. Their skills need to be looked at and improved and/or reworked to make them worth keeping for longer than 10 seconds.

First, drop the charges, OR, get rid of the time limit. Having both is too restricting and makes using conjures too much a hassle. Oh, and make their conjuring instant.

Second, they shouldn’t lock all of your attunements. Conjure weapon should occupy only its own attunement. For example, when you conjure a Fiery Greatsword, you gain its skills only in fire attunement. Other attunements remain untouched and you can freely switch between them. Also, you can always press ; to drop it and return to your real weapon skills.

Third, Conjures need traits that are actually worth using. Perhaps a trait that grants specific boon for 10 seconds when you summon a conjure. Gaining 10 second protection would make people actually use Earth Shield. That is, after you make its skills not suck.
__________________________________________________________________
tl;dr: Rework useless skills, make Conjures tied to specific attunement (like FGS – fire attunement) so we can still switch to other attunements (still can use ; to drop the wapon) and give us ineresting traits to spec into, like 10 sec of protection when conjuring an Earth Shield.
__________________________________________________________________
That would solve some of the issues Conjures suffer. It would give eles sort of “pseudo” weapon swap that would give them more range flexibility, like range from Frost Bow to melee centric DD ele or Lightning hammer for ranged SD ele. It would make them similar- yet different from Engineers weapon kits in the sense of on-demand mechanic, instead of using one or two skills before ditching them completely.

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Posted by: Raim.6123

Raim.6123

I sure would be more inclined to play Elementalist if their conjuring skills changed based on their element at the time, or when summoned. However, that also means that Elementalist built like that would have so many potential skill combinations that it would be a nightmare to balance.

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Posted by: Kodiak.3281

Kodiak.3281

The easiest answer why they don’t (or won’t) work as kits is you have to look at the class where they do work like kits, the Engineer. The engineer gets 1 weapon because he has the ability to equip a kit instead which acts like a second weapon in addition to their utility bar giving them additional abilities. The elementalist gets 1 weapon because he has the ability to change attunements and effectively gets four weapon sets (instead of just two) plus these temporary conjures which can alter our play style.

(Disclaimer: I’m speaking pretty broad terms here, there’s a lot that really goes into the balancing of a class so lets not dissect too closely)

This means you can’t really change the Conjures to kits without offering a clear and direct advantage to the Engineer mechanic. Each one offers us an additional weapon set up to 8 (4 more conjures on top of 4 attunements) which would be insane for one class to have.

Probably the best way to address the issue entirely is simply to allow you to pick up your own conjured weapon to add those charges to your current weapon. This way you maintain the ability to share the Conjured item (handy for dungeons like AC with Frostbow) while at the same time making a Conjured play style viable. You don’t even have to worry about some random dude coming to pick up your conjured weapon or running back for it while leveling (which was a huge hassle for me when I leveled 30-80 on a Lightning Hammer/Cantrip build as people would randomly run up and steal my 2nd hammer). This also maintains the balance of it being on a cool down meaning you can’t just hot switch between the various lines without a huge 60s timer in between each (like you can currently). If this is still not enough for balance, I could also see making this the 20 point Fire trait (instead of the current Conjurer trait).

Kodiak X – Blackgate

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Posted by: Red Jay.2516

Red Jay.2516

The problem I have with conjures, besides the whole stuff of being locked off from 20 skills, is the clunkiness of long cast time and being rooted while picking them up from the ground. Let’s face it: how many of you use conjures to share it with party members; and how many party members are willing to use them instead of their own, besides the novelty factor that dies off after first equip.

Imo gaining additional charges when picking up the second conjure would be just a band aid of mechanic that simply does not work. Conjure weapons must be reworked completely in order to see use outside novelty builds and gimmicks.

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Posted by: Kodiak.3281

Kodiak.3281

The problem I have with conjures, besides the whole stuff of being locked off from 20 skills, is the clunkiness of long cast time and being rooted while picking them up from the ground. Let’s face it: how many of you use conjures to share it with party members; and how many party members are willing to use them instead of their own, besides the novelty factor that dies off after first equip.

Imo gaining additional charges when picking up the second conjure would be just a band aid of mechanic that simply does not work. Conjure weapons must be reworked completely in order to see use outside novelty builds and gimmicks.

In situations (Explorable Dungeons) where objects are destroyed then Frost Bows are are all the rage and have been forever.

Kodiak X – Blackgate

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Posted by: Grevender.9235

Grevender.9235

oh jeez here we go again. /facepalm
Conjured weapons are great on paper, but they shares actually the same fate of the whole profession: they are not rewarding.
They force the user to take into consideration each swing very carefully, they pull the user out of his own core mechanic (attunement swap), but they don’t give that huge “hooompf” that COULD justify such trade.
They need a complete revamp.

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

kits is not conjured weapon.
Bus is not a car
why…?
It just is….