Why does Conjured Weapon has charge ?

Why does Conjured Weapon has charge ?

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Posted by: mdong.9056

mdong.9056

Just a small question, why do you guys think conjured weapon has charges?

I felt it is like the kit from engineer and their kits do not have limits on the number of time to use it. If I am not wrong, they also have a very short cold time and a F# skill to use.

And I do not feel that our conjured weapon are very powerful, so you need have a limits on it. Most of them are pretty bad.

Do you guys know if there is a reason behind it?

Also, I am not complaining, I just thought about this question a little bit ago, and felt very curious.

Why does Conjured Weapon has charge ?

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Posted by: ATMAvatar.5749

ATMAvatar.5749

I wish they would have either charges or a time limit, but not both. Personally, I would rather have the charges, because they’re easy to understand and tolerate. What’s most annoying to me is when I have a handful of charges that get wasted because the weapon arbitrarily times out.

Why does Conjured Weapon has charge ?

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Posted by: LightningLockey.5938

LightningLockey.5938

Supposedly it would make us overpowered, so best to keep us underpowered and weak as an old bunny rabbit.

Why does Conjured Weapon has charge ?

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Posted by: mdong.9056

mdong.9056

I actually do not know how to waste them, 25 charges does not last long enough in a small group fight. since some will be missed, and due to I put most my point into earth and water, I cannot kill all mobs. and the backup one always get took away.

actually it is not much problem lately, I am not 80 yet, and there is nobody in med-level zone anymore, I am always soloing, and nobody take my weapon anymore. also I feel there are much less DE now compare with right after launch. so are you guys all 80 now? everybody is in orr? how long take you guys hit level 80?

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Posted by: madatom.5218

madatom.5218

because if they didn’t some players would never stop using them, even if its weaker then standard weapons

its ultimately alot easier to use conjured weapons and succeed, since you can deal optimal damage without switching attunements because your only managing 5 skills instead of 20

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Posted by: PlatypusRex.3428

PlatypusRex.3428

Weapons in general need a revisit.

Internal CDs (weapon skills) + External CDs (the whole weapon) + Charges seems like an attempt to limit every possibility of every weapon.

External CD = so we’re not engineers, can’t switch to a new kit when necessary. We already have four attunements. This makes us use and lose it quickly.

Internal CD = so we can’t spam something like Bow 4 or GS 5

Charges = so we can’t spam hammer 1.

Unfortunately this implementation, which individually is meant to limit use of individual skills for different reasons, has been applied to every weapon skill. This is one reason, the other being lackluster damage in general, is why weapons are underutilized. I keep trying to come up with builds that would benefit from them, but they seem like too much wasted space.

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Posted by: Danicco.3568

Danicco.3568

The weapons are OP, that’s why.

They have OPish skills and the player has a limited time (60 seconds) to either choose spamming all skills and running out of charges before the time is up, or just using the most OP skills when their CDs are up.