Showing Posts For Mik.4370:
Having conjures work exactly like kits would probably be OP. I think they should be more similar, but not exactly the same. The simplest thing seems to be removing the ground targeted 2nd copy and cutting the cooldown in half.
When restricted from 20 skills down to 5, I’d think the 5 should be fairly strong. Maybe just buffing the auto attacks is enough to make conjures interesting, with the above changes. The autos use charges, so they should be strong too.
I’d like to see conjures work more like engineer’s weapon kits, but with casting times and cooldowns. I’m not a fan of charges, but I’d particularly like to see the clunky ground targeting when conjuring initially and the sharing aspect removed. I think conjures need more than just removing charges and removing the sharing, but it seems like a good place to start.
There is a recent thread about this
https://forum-en.gw2archive.eu/forum/professions/elementalist/Glyph-of-Elemental-Harmony-glitch
The recipe on wiki is incomplete. You also need 3 Creepy Jack O’Lanterns. Apparently the decoration is buggy though.
https://forum-en.gw2archive.eu/forum/support/bugs/Expensive-guild-decoration-unable-to-retrieve/
You probably need to soul bind the mystic barricade.
I’m guessing wiki’s recipe for a seance candle is incomplete. Could you please post the complete recipe?
You don’t get a bigger bag, but you can get more of them to increase storage capacity.
http://wiki.guildwars2.com/wiki/Bag
If you have salvageable trophies, salvage them for materials. If they are gray ‘junk’ trophies, then just sell them to the merchant.
http://wiki.guildwars2.com/wiki/Trophy
It allows me to add the dark matter, grandmaster finishing kit, and ecto for discovery, and it says that the recipe is valid, but the craft button is grayed out. The icon is 6 question marks. Has anyone else been able to craft one of these?
(edited by Mik.4370)
I’d love to see them remove the second weapon on the ground. It should be easier to make meaningful changes to the conjured skill bars without needing to consider what they could do in other classes’ hands, and they would probably be less clunky without having to ground target. I’m ok with having a cast time. I think the cooldown to conjure a weapon should come down a lot, to maybe 20-30s for utility conjures, 50-60s for elite.
The trait could be conjuring a weapon creates an elementally flavoured spell of some sort, different for each. (not an aura)
Flame axe seems close to being in a good place. Maybe make the auto a projectile finisher, and add an AoE splash or bounce on hit.
Lightning hammer could use a bit of defense, like an evade frame on skill 2. Taking this out of melee range might be the best thing though. 600 range auto attacks?
Earth shield I’m not sure about. More bleed access? Less self rooting? +condi damage instead of +vitality?
Frost bow seems like it’s trying to do too much. I picture the bow to be more of a ranged support, with heals, chills, and moderate damage. I’d be open to the idea of reworking skills 4 and 5 with that in mind, and considering possible synergies with the water line.
Fiery greatsword… how about elemental greatsword? Like the elite glyph, differs based on your current attunement. The skills could be a slight rework of the current ones, just modified to add the flavour of another element.
Aesthetically, it’d be nice to dual wield axes. Maybe shields too.