Is that website safe?
haven’t seen a single diamond skin ele during august.
the reason why diamond skin is no resistance is because resistance can be corrupted/stripped and for the same reason berserker stanced wasn’t changed to resistance either.
there is something called rotation, if you go for 1v1s you rotate the best class for that matchup to that given point. condi engi vs diamond skin ele is a fairly bad matchup, so just don’t rotate that way. condi engi has also a disadvantage against necros with transfers/conditions, necro has no diamond skin and still you shouldn’t send the condi engi against it.
I agree. Signet Necro with Plague Signet are much more dangerous than a Diamond Skin Elementalist when faced with a condition build.
Diamond skin, contrary to popular belief is actually very active. (At least without water magic).
Moreover, it is also build-defining or can become build defining when the idea is pushed far. Some irregular elementalist builds without cantrips are also viable because of this trait. I use it myself for such builds.
Clearing a condition when you apply protection to yourself has also been proposed. You can see the discussion about it here.
https://forum-en.gw2archive.eu/forum/game/pvp/A-real-solution-to-Diamond-Skin/first#post5419037
Taunt probably should be blockable and evadable. There’s no reason for it to have less counterplay than other forms of crowd control, and it’s already unique in that it forces you to go to the enemy.
Well, you not only go for the enemy. Unlike the warrior, they are not taking damage per se: it’s the pet that sponges off the damage.
Please please please! I really liked the terrain in Raid of the Capricorn.
Tempest Defense which grants 20% damage increased to Stunned or Knocked-Down target does not work with Lightning Rod. In other word, the damage increase portion of Tempest Defense will not affect the Lightning Rod following a disable.
The testing I have been doing with a CC, Frostbow 5. On a Indestructible Golem. I was using Cleric Amulet for the sake of not critting. On that one, I used Tempest Defense (20% dmg increase). From the combat log, the damage goes into that order:
1. You hit target Golem for 776 using [Lightning Rod].
2. You hit target Golem for 630 using [Deep Freeze].
On the other attempt, I tried without Tempest Defense. Here’s the combat log:
1.You hit target Golem for 785 using [Lightning Rod].
2. You hit target Golem for 551 using [Deep Freeze].
As we can see, the Lightning Rod damage remains unchanged without or with
Tempest Defense. But, the Deep Freeze damage is changed by the trait. The most important conclusion of this experiment is the order on the combat log. Let me explain. With that order in mind, Lightning Rod procs before the disabling ability; therefore, the target is never disabled while Lighning Rod procs. With that in mind, we can safely conclude that Lightning Rod does not benefit from Tempest Defense (except if the target was disabled already).
Another Major Issue
This issue also highlights another set of critical bugs for Lightning Rod.
When a foe attempts to dodge roll across Unsteady Ground (Earth Staff skill 4) and is disabled by Unsteady Ground, this trait’s lightning strike proc misses.
When using Conjure Earth Shield skills 3 or 4 (Magnetic Surge or Magnetic Shield), this trait’s lightning strike procs will be blocked if you disable a foe who is blocking, despite interrupting the block.
From the previous conclusions, it is easier to understand what happens with those bugs. In order:
1. The game registers that the target is going to be disabled.
2. Lightning Rod is casted.
3. Enemy dodges/block/evade the Lightning Rod.
4. Enemy is now disabled.
5. Enemy is now affected by Tempest Defense’s damage increase.
6. Enemy is now hit by the damage and effects of […] (if applicable).
Thanks.
I know it is a bug report, but I felt like it was important to educate other players about the issue.
No internal cooldown.
It will not proc if they have stability (Intended). Or, if they had aegis, were dodge rolling, blocking with you interrupted them (not intended).
Tempest Defense does not increase Lightning Rod damage (right after the crowd control); the Lightning Rod procs before the disable. (Not intended)
More information on the bugs.
https://forum-en.gw2archive.eu/forum/game/pvp/Tempest-Defense-does-not-work-with-L-Rod/first#post5474669
There was a video of two eles killing each other because both had lightning rod and lightning aura.
This had been fixed.
(edited by Alekt.5803)
I would have figured ice bow 5 just simply didn’t count as a Stun or Knockdown…
Oh. It’s a disable; it applies if you test damage against frozen enemies. You get a damage increase once the target is in Ice. It was just one of the clearest example; Gust deals no damage, so I can’t illustrate my point.
Ya, I was just referring to how the damage increase from TD only applies to targets that are stunned or knocked down, not all disables.
Icebow 5 counts as a stun. But still, Gust does not improve the damage of the Lightning Rod nor does Static field or Earth Line. Those are knock downs and stuns. You can replicate the bugs.
(edited by Alekt.5803)
Why not ban Mesmers too? Who will stop them?
(edited by Alekt.5803)
I would have figured ice bow 5 just simply didn’t count as a Stun or Knockdown…
Oh. It’s a disable. You get a damage increase once the target is in Ice. It was just one of the clearest example; Gust deals no damage, so I can’t illustrate my point.
Changed title to add clarity.
Tempest Defense which grants 20% damage increased to Stunned or Knocked-Down target does not work with Lightning Rod. In other word, the damage increase portion of Tempest Defense will not affect the Lightning Rod following a disable.
The testing I have been doing with a CC, Frostbow 5. On a Indestructible Golem. I was using Cleric Amulet for the sake of not critting. On that one, I used Tempest Defense (20% dmg increase). From the combat log, the damage goes into that order:
1. You hit target Golem for 776 using [Lightning Rod].
2. You hit target Golem for 630 using [Deep Freeze].
On the other attempt, I tried without Tempest Defense. Here’s the combat log:
1.You hit target Golem for 785 using [Lightning Rod].
2. You hit target Golem for 551 using [Deep Freeze].
As we can see, the Lightning Rod damage remains unchanged without or with Tempest Defense. But, the Deep Freeze damage is changed by the trait. The most important conclusion of this experiment is the order on the combat log. Let me explain. With that order in mind, Lightning Rod procs before the disabling ability; therefore, the target is never disabled while Lighning Rod procs. With that in mind, we can safely conclude that Lightning Rod does not benefit from Tempest Defense (except if the target was disabled already).
Another Major Issue
This issue also highlights another set of critical bugs for Lightning Rod.
When a foe attempts to dodge roll across Unsteady Ground (Earth Staff skill 4) and is disabled by Unsteady Ground, this trait’s lightning strike proc misses.
When using Conjure Earth Shield skills 3 or 4 (Magnetic Surge or Magnetic Shield), this trait’s lightning strike procs will be blocked if you disable a foe who is blocking, despite interrupting the block.
(From https://forum-en.gw2archive.eu/forum/support/bugs/Updated-Ele-Bugs-as-of-8-13-2015-patch/first)
From the previous conclusions, it is easier to understand what happens with those bugs. In order:
1. The game registers that the target is going to be disabled.
2. Lightning Rod is casted.
3. Enemy dodges/block/evade the Lightning Rod.
4. Enemy is now disabled.
5. Enemy is now affected by Tempest Defense’s damage increase.
6. Enemy is now hit by the damage and effects of […] (if applicable).
Thanks.
Tempest Defense which grants 20% damage increased to Stunned or Knocked-Down target does not work with Lightning Rod. In other word, the damage increase portion of Tempest Defense will not affect the Lightning Rod following a disable.
The testing I have been doing with a CC, Frostbow 5. On a Indestructible Golem. I was using Cleric Amulet for the sake of not critting. On that one, I used Tempest Defense (20% dmg increase). From the combat log, the damage goes into that order:
1. You hit target Golem for 776 using [Lightning Rod].
2. You hit target Golem for 630 using [Deep Freeze].
On the other attempt, I tried without Tempest Defense. Here’s the combat log:
1.You hit target Golem for 785 using [Lightning Rod].
2. You hit target Golem for 551 using [Deep Freeze].
As we can see, the Lightning Rod damage remains unchanged without or with Tempest Defense. But, the Deep Freeze damage is changed by the trait. The most important conclusion of this experiment is the order on the combat log. Let me explain. With that order in mind, Lightning Rod procs before the disabling ability; therefore, the target is never disabled while Lighning Rod procs. With that in mind, we can safely conclude that Lightning Rod does not benefit from Tempest Defense (except if the target was disabled already).
Another Major Issue
This issue also highlights another set of critical bugs for Lightning Rod.
When a foe attempts to dodge roll across Unsteady Ground (Earth Staff skill 4) and is disabled by Unsteady Ground, this trait’s lightning strike proc misses.
When using Conjure Earth Shield skills 3 or 4 (Magnetic Surge or Magnetic Shield), this trait’s lightning strike procs will be blocked if you disable a foe who is blocking, despite interrupting the block.
From the previous conclusions, it is easier to understand what happens with those bugs. In order:
1. The game registers that the target is going to be disabled.
2. Lightning Rod is casted.
3. Enemy dodges/block/evade the Lightning Rod.
4. Enemy is now disabled.
5. Enemy is now affected by Tempest Defense’s damage increase.
6. Enemy is now hit by the damage and effects of […] (if applicable).
Thanks.
I know it is a bug report, but I felt like it was important to educate other players about the issue.
(edited by Alekt.5803)
It is still bugged.
Please define “attunement overwriting” because I clearly do not understand it.
I use that same trick, though I usually throw sandstorm on top of it, lots of fun.
But to answer your question, I’m specifically talking about attunement overwriting, because there has to be a drawback.
Simple fact is being able to do too many things at the same time without any drawback is both why we have had so little build diversity since launch and why we have so consistently been nerfed in what few builds we have. We need build options that require us to choose clear strengths and weaknesses. It’s far from the only thing we need in order to have decent build diversity but it’d be a good start.
If you want a Conjured Weapon to overwrite the attunement, I adamantly oppose it. When choosing a Conjured Weapon as a utility, you pick the weapon itself, not the attunement it would force to claim a plethora of passives with. Even more if you would not be allowed to attunement swap while wielding the conjured weapon (which is the exact difference between the good and the great users of conjures)
Have you ever seen a Rampager Staff ele build? Here I come.
And I still hold to the most repeated idea concerning conjures on these forums, that they need to overwrite an attunement when cast. Example, you’re heavily fire spec’d, you slot lava axe, attune to earth, and cast lava axe, you now have a lava axe attunement in place of the earth attunement, acting as a second fire attunement.
Actually, I use the Conjured Weapons for the exact opposite of this proposition. You want conjures to act as if you were attuned to the represented element (Fire axe= benefit from fire passives while used; Hammer benefits from air passives while used)
I am using conjures for the opposite. For instance, I can use Conjure Earth Shield with Pyromancer’s puissance, so I can stack might every 1/2 seconds due to the fast auto-attacks and casts. I can also manipulate attunements for super speed while wielding it.
Though, if you meant that using the conjure grans an additionnal attunement representing the element of the weapon (Attuned to fire while wielding earth shield = benefiting from Earth + Fire at the same time), the idea needs discussion. Some combinaison might be way too good. For instance, Stone Heart + Pyromancer’s Puissance at the same time.
With your proposed changes, Glyph of Elemental power becomes OP, but uninteresting. Stun breaker on the thing add a lot of depths to the ability. I use it myself. it is a very strong skill to use. You would cry at what I could do with that skill with no ICD. PS. It’s an ICD per-target (telling just in case)
I am very worried about your proposed Conjure changes. I talk from the sPvP aspect.
1. The proposed change to Conjurer is a straight nerf in every aspect. Adding stacks is by far the least useful part of this trait. Moreover, you are destroying the possibility of Aura Share Conjurer.
2. Disallowing conjures to be casted in pair and other random buffs (and over buffs) from your arbitrary selection is telling: you probably do not have enough experiences with Conjures.
(edited by Alekt.5803)
If I can win duels with Rampager condi staff, I suppose it can be done.
Do you want to nerf Glyph of Elemental power or buff it? I ask because removing the stun breaker on it would be the worst nerf you can ever imagine.
The problems with Glyphs is a little bit complicated. Let me explain. There is a trait in Air called Inscription: 20% cooldown reduction on glyph + grant a boon depending on the attunement on casting glyph. Mainly, the glyphs do not work well together, and I don’t think they ever will nor should it be the goal.
The boons granted from the Glyphs are way too minor (ie, 1 stack of might when in fire, swiftness, regen, protection). The trait is designed as if you were only using glyphs in your utility bar, and even then, it would be bad.
For glyphs, I would like to see some major boons action in an ICD… Speaking of a large amount of might for a short duration with Fire Glyphs, Haste with air, Alacrity with water, resistance with earth. That sort of stuff.
The problem isn’t the amulet itself. I’m surprised people still think it’s the amulet even though celestial engineer is no longer a thing after IP was moved to firearms.
The problem is that no build should be the best at everything. Take celestial D/D ele for example. An ele that chooses to spec Fire instead of Earth should have significantly reduced power damage reduction compared to Earth spec. This can be easily achieved by increasing the ICD of blinding ashes to 12s (as I’ve suggested on multiple threads). Likewise, an ele speccing into three defensive lines (earth, water, arcana) should suffer from reduced damage output, both power and condi. Now the power damage output of this spec isn’t anything ridiculous, but the burn output definitely needs looking at (either an overall burn nerf or changes to the burn application skills, or even a combination of both).
If I would spec Water Earth Arcane, which I never do (I do Air Earth Arcane), I would have a reduced amount of condition application. (Condition damage remains the same) Let’s not forget that Earth is by essence a Toughness and Condition line. Actually, I would like for the 2nd minor trait to better reflect that.
That being said, I do believe that Earth Line should have some positive adjustments when it comes to the offensive side of Earth.
Any info on when they’ll update or reset?
In probably 6 to 8 months.
I can´t beat a good condi mesmer.
That does not exist. The skill cap is the lowest we’ve seen amongst every builds in Gw2
I would recommend One With Air instead of Zephyr’s Boon.
I only take GE if there too many Rangers in the game and let the Earth Element tank their pet, I hate that constant cripple from the pets.
I wish air line didn’t suck that much for D/S so I could take the super speed with fresh air.
What do you mean by “Air line [is bad] for D/S”?
I just want this conjure to do something good, not everything. Its not good at chasing someone down at all. It has worse range than staff, no gap closer, no cc. Anyone could just blink or leap away.
You can Burning Retreat the opposite side, and chain it with Flame Leap. The range may be worse, but when was the last time you’ve actually managed to hit a moving target at 900+ range with staff?
Why even run earth line over OP fire right now?
Because earth line with Diamond Skin can replace water at the moment when built around, and you can also give up cantrips for something else. The suggestion is also made in consideration of the Tempest Specialization. Moreover, it is also to put down the cheese factor of Diamond Skin and push it toward a new gameplay option.
I would argue with you, but I don’t even know where to begin on this one.
There is no ele build without water and/or cantrips that is viable, period, not to mention that building around Diamond Skin actually requires taking water for at least the sustain.I run a perfectly viable Air Earth Arcane build myself in tournaments.
Build link?
I would like to try this build.because right now, I see no reason to bring a sub optimal build like that unless you are just going for bursty ele..
Sure. But it is far from being easy. (Though, according to enemy, it is easy.)
http://metabattle.com/wiki/Build:Elementalist_Air_DS/CES_Condition_Staff
P.S. DONT get Runes of Nightmare as told in the build. It is bugged right now, and will permanently disable your Lightning Rod until you respec.
You can also swap Signet of Earth for Conjure Frost Bow.
You can also swap Sigil of Doom for Sigil of Nullification.
(edited by Alekt.5803)
Why even run earth line over OP fire right now?
Because earth line with Diamond Skin can replace water at the moment when built around, and you can also give up cantrips for something else. The suggestion is also made in consideration of the Tempest Specialization. Moreover, it is also to put down the cheese factor of Diamond Skin and push it toward a new gameplay option.
I would argue with you, but I don’t even know where to begin on this one.
There is no ele build without water and/or cantrips that is viable, period, not to mention that building around Diamond Skin actually requires taking water for at least the sustain.
I run a perfectly viable Air Earth Arcane build myself in tournaments.
I like how they force you to agree to get marketing spammed with this patch
Is that even legal?
That kind of Stow Weapon gimmicks are good gone.
@Alekt If you’re going to hijack this thread you could at least mention the flame axe in your list of conjure things you want changed. That’s what the thread is supposed to be about… Have you ever used the flame axe? It needs the most love from devs yet all you pointed out was cast times.
As for the conjurer trait, the aura is nice with the flame axe. It provides might and protection when traited which are both awesome.
The flame axe has 2 fire fields, a blast and leap finisher. You’d think you’d be able to camp in it until it exhausted its charges but you cant. It doesn’t have a high damage ability or cc, so it ends up being absolutely useless in its current state.
Ice Bow is king in pve and really good in wvw. Lightning hammer and earth shield have their place in dungeons. If flame axe doesn’t get any help it will remain useless across al game modes.
I did type about Flame Axe. I used to use it in PvP and also in PvE. The weapon is pretty good actually. It only needs a few cast speed polishing, velocity increase, and perhaps an pure instant cast time on the Conjured skill itself. After all, it is the smallest conjured weapon, hence easier to cast.
The problem now lies on how they decided to implement the new burning on the weapon. The Ring of Fire gives 1 stack, and the Fiery Leap gives another 1 stack, but a very long one. For the Fiery leap, it would make more sense to have a short buring with a decent amount of stacks for the difficulty to land (3 stacks over 4 seconds).
Josre also uses the Flame Axe in his staff build (sPvP).
Also, you might be commiting the mistake to think that a conjured weapon will make everything good. It needs to be used smartly. If you are staff, the flame axe offers the best auto-attack in range you can hope for when it comes to chasing a low enemy down. If you want, you can combine it with Pyromancer’s Puissance (which now works with Conjures!) and stack the might like no tomorrow.
(edited by Alekt.5803)
Soothing power was sold as a 200% heal increase. To fix the bug, they actually made the bug a reality. Touché.
Why even run earth line over OP fire right now?
Because earth line with Diamond Skin can replace water at the moment when built around, and you can also give up cantrips for something else. The suggestion is also made in consideration of the Tempest Specialization. Moreover, it is also to put down the cheese factor of Diamond Skin and push it toward a new gameplay option.
When I heard about the stats brought to 1000 baseline, I was excited about the precision actually. Guess I was deceived.
Obviously diamond skin should be reworked to grant 2s of resistance on either swapping to earth (similar to rock solid) or resistance from using a glyph. We didn’t have resistance when this trait was made, but we have it now, so the trait should be reworked accordingly.
I mean this is the most obvious solution.
No. It must not. Moving toward this idea would only push the use of cantrips with water attunement as the only solution against an heavy condition pressure.
You can’t be serious.
But hey Trixx, wouldn’t putting down Fire Trait line because d/d abused simply put down other elementalist builds that were using it?
For example?
A conjure build could be tempted to use blinding ashes. My fire variation of Condi Conjure Staff uses it. But now? Because d/d uses it, it becomes too good.
First of all, don’t pick the Conjurer trait in PVP
For a S/X Hammer build in PvE, taking conjurer is almost mandatory.
Not to devalue your post which si a great analysis and provides good feedback (some of which I agree with, some of which I don’t). Just wanted to avoid confusions.
I did say that I was speaking about Conjurer in “PVP”, and on my proposed changed to Conjurer, I do not remove the 25 stacks either.
But hey, just for the sake of discussion, what are the points you don’t really agree with, what points do you like the best?
Well, speaking of rune of diversity, there is currently no Condition Damage + Might runes in sPvP.
Rune of Orr’s poison proc on the 4th needs to be readjusted since the poison change. 1 stack for 10 seconds is far from the same as it was before.
A Water/Arcana/Earth D/D Elementalist would be able to get 5 new Condi Cleanses.
2 from Aura skills
1 from Leaping through a Fire Field
1 for switching to Earth
1 for activating Armor of Earth(On top of Cleansing Water)That means dropping Stone Heart, so I guess it’s not that bad. Might be fun with Shouts + Soldier Runes; making them cleanse 2 conditions(except Eye of the Storm, Wash the Pain Away, and Rebound…).
Would be a nice change, but I don’t think Karl is willing to make big changes like this, especially now.
It would not be such a great options for D/D cantrips indeed since using protection to cleanse condition would also mean to break their rotation. They would act like accidental condition cleanse.
Also, you had forgotten Elemental Contingency. (But still is accidental)
Yes.
Even though I hate burn guard, I am making concessions about Diamond Skin.
I think it’d be interesting and it makes Earth even more favorable for Aura builds. It’s also much less…passive when fighting against Condi builds. However, maybe it should have an ICD to prevent the condi cleansing to be too insane when alongside Water and 3x Cantrips.
NOTE TO OTHERS: This is not just to “nerf” Diamond skin, but for Elementalists to have skills that aren’t horribly designed. It doesn’t matter if you “had trouble with DS Eles” or not. That’s not the point. The point is to have a much more healthy trait that doesn’t completely counter specific builds and is useless against a lot of other things.
I do believe that putting an ICD would be a way to ruin the trait. Earth Shield can give 3 instance of protection with a single pull if 3 targets are hit for instance.
About Cleansing Water (Regen clears condi), I did think about it. I don’t think that a cantrip elementalist can benefit enough from it as it would not get as many instances of protection as a no-cantrip/ no water build that would be prone to use that trait.
Hey guys, can we talk about the feasibility of Protection clearing a Condition to Self? Do you like the suggestion? Do you think it is too strong, or do you think that it is too weak?
I am far from omniscient. Also, that would open up a trait for Earth, which could be related to Conjured weapon or Signets. Or, redo Conjurer and give the old Fire Aura on Signet back to the Fire line. Et cetera.
Actually, it would probably be best to keep the Elemental Shielding where it is, and simply add another effect to the “Protection Diamond Skin”
It’s OP. The last thing Eles need is more condi cleanse.
Many liked the idea of Resistance on earth atunement swap for Diamond Skin, or some form of that. There were other good suggestions too.
https://forum-en.gw2archive.eu/forum/game/pvp/Diamon-Skin-a-condi-users-worst-enemy/first
You do know that giving Resistance on earth attunement for Diamond skin will only force elementalist to play with cantrip exclusively? There would be no more way to deal efficiently with condition otherwise.
(edited by Alekt.5803)
This comment has been deleted by the Illuminati
Conjure Condition Staff is good.
Hey there.
I’ve been running Conjured Weapons for a while now in sPvP. I’ve been using Earth Shield, Frost Bow and Fiery Greatsword. My matchmaking rating is high (I fight very experienced players, or the bests). I have many things to say about Conjured Weapon.
First of all, don’t pick the Conjurer trait.
I’ve tried my hardest to see the good in that trait, I was very close to be convinced that it was alright; a lot of Fire Aura with One with Fire and the might it provided seemed to be good. It’s not bad, but you’ll notice that Fire Aura do not stack in duration.
Also, adding stacks to the conjured weapons is rarely good: you’ll want to get rid of the conjured weapon once the rotation is over most of the time (That’s how elementalist work!). The only exception would be for the Lightning Hammer in PvE. But, the hammer attacks are too slow for sPvP.
Solutions:
1. Allow Fire Aura to stack in duration.
2. Keep the increased stacks on the conjured weapons.
3. Add 20% cooldown reduction on conjured weapons, which also affects the cooldowns of the conjured weapon abilities.
Frost Bow
I’ve been using Frost Bow for a purpose outside of the classic “frost bow 5 and 4”. Of course, I use them, but I also like the Rapid Fire which has a 100% projectile finisher (5x). I place a fire field then use number 2.
I have two complaints about Frost Bow.
1. Give the chill condition from it a compensation for the fact that Chill can only be stacked 5 times. https://forum-en.gw2archive.eu/forum/professions/elementalist/5-stacks-of-Chill-and-Frost-Bow/first#post5404490
2. Remove the enemy target dependency from the auto-attack for its healing portion. Make it like Water Bolt which can be aimed at an ally or onto the floor to heal in the area.
Earth Shield
This one is by far my favorite conjured weapon. Its power is unknown to most. I use it for condition damage and defense. The main issues with that weapon is the initial slow cast time, the lack of Combo Finishers and the Vitality it provides.
1. Casting the earth shield is the hardest part in my opinion. You need to be careful when you do it, and where you put the second copy of it. Chances are that you’ll lose momentum when casting it, or worse, you’ll be interrupted or too late to interrupt the enemy.
Reduce the cast time to 1/2 second (or 1/4 second) from 3/4 seconds.
2. Add a projectile finisher to the last auto-attack chain of the weapon that procs two times (it is a boomerang after all).
Add a leap finisher to the Magnetic Surge (number 3 charge)
3. The vitality on the earth shield or any bundles is a fake stat increase. And sometimes, it is hurtful because it reduces the relative effectiveness of your heal because it does not fill the health bar as much as it would had you not gained that vitality. The problems happen because you gain some extra maximum life just for a moment, and lose it later. You’ve gained nothing from it; but I may be wrong. Instead of vitality, why not increase condition damage while wielding it?
Remove the vitality bonus from earth shield, give condition damage instead.
Overall conjured weapon fix.
-Cast times from Lightning Hammer, Flame Axe, Frost bow’s rapid fire, need to be polished over all.
-The second conjured weapon on the floor needs to have its delay while picking it up adjusted greatly.
-Give a better way to distinguish enemy’s conjured weapon to allied conjured weapon in PvP.
-Delay while dropping bundle (dropping conjured weapon) needs to be removed.
-Dropping a conjured weapon mid-dodge roll (seems to be happening because of an on-swap sigil: Geomancy) needs to stop interrupting the dodge roll.
That build is known already.