GummyBearSummoner.7941 Posted March 31, 2020 Share Posted March 31, 2020 Hello! I know this has probably been posted in the past but I just don’t understand why Conjuring of weapons hasn’t been made into a kit? I would love to use them more if they were made into a kit like engineer. I think it would be fun & at least give us more weapon options in a way. Link to comment Share on other sites More sharing options...
Downstate.4697 Posted March 31, 2020 Share Posted March 31, 2020 One of the many questions with no answer Link to comment Share on other sites More sharing options...
Stallic.2397 Posted March 31, 2020 Share Posted March 31, 2020 It's definitely not impossible. A conjure can first be clicked for instant access. Then the Utility slot changes icons (just like aura's and transmutation). The second click allows you to drop a conjure on the ground for sharing.So easy. User Friendly. Everybody wins... But of course, Anet never made this change. Link to comment Share on other sites More sharing options...
Downstate.4697 Posted March 31, 2020 Share Posted March 31, 2020 I think they wanted to keep ele and engi distinctly different but would be a welcome change. I'd trade the give ally a conjure if it was a kit Link to comment Share on other sites More sharing options...
GummyBearSummoner.7941 Posted April 1, 2020 Author Share Posted April 1, 2020 Thank you all for your feedback! Glad most of you agree. I rarely use conjure weapons but would use them more if they made this change possible. It would also be a good reason to take out the trait line for conjure weapons (because who really uses it compare to the other ones?) & give us a more useful trait if they were made into kits Link to comment Share on other sites More sharing options...
Downstate.4697 Posted April 1, 2020 Share Posted April 1, 2020 @GummyBearSummoner.7941 said:Thank you all for your feedback! Glad most of you agree. I rarely use conjure weapons but would use them more if they made this change possible. It would also be a good reason to take out the trait line for conjure weapons (because who really uses it compare to the other ones?) & give us a more useful trait if they were made into kitsI use it right now lol Link to comment Share on other sites More sharing options...
steki.1478 Posted April 1, 2020 Share Posted April 1, 2020 @FrownyClown.8402 said:I think they wanted to keep ele and engi distinctly different but would be a welcome change. I'd trade the give ally a conjure if it was a kitYeah, just like they gave alacrity to rev and turned gyros into wells. Some skills are far stuck in 2012 and it's not just on ele. Link to comment Share on other sites More sharing options...
Jski.6180 Posted April 1, 2020 Share Posted April 1, 2020 They realty should be kits for the ele but have them not give buffs like +power etc.. when you have one and at the same time not replaces your wepon effect when you hold one. What would set it apart from eng is that ele could have the ability to "drop" the wepon for some one to pick up on your team but by doing so putting them on a 1 min cd. You could also make the conjure weapons have atument cd making them less "free" swap then eng kits (realty eng kits needs cd of 10 sec after you swap out of them.) Link to comment Share on other sites More sharing options...
GDchiaScrub.3241 Posted April 9, 2020 Share Posted April 9, 2020 The conjure weapon trait doesn't seem to reduce cooldown despite saying so. At least in WvW... Oh wait nevermind that's abilities.D: Link to comment Share on other sites More sharing options...
Emberheart.8426 Posted April 10, 2020 Share Posted April 10, 2020 Because it would destroy the class. Imagine balancing weaver rotations around access to kits. They would end up nerfing all the weapons to the ground. I really can't be bothered to go into more detail than that because this subject has been beaten to death. Making conjures into kits would be a massive mistake. Do something else with them or remove them. Link to comment Share on other sites More sharing options...
Skotlex.7580 Posted April 10, 2020 Share Posted April 10, 2020 @"Ganathar.4956" said:Because it would destroy the class. Imagine balancing weaver rotations around access to kits. They would end up nerfing all the weapons to the ground. I really can't be bothered to go into more detail than that because this subject has been beaten to death. Making conjures into kits would be a massive mistake. Do something else with them or remove them.True story. Just look at engineer kits, because each one has access to five skills, the class had to be balanced around an engineer in full kit build. End result: by themselves kits are pretty lackluster and playing the profession becomes "playing the piano" because of how one can simple swap in/out each of the kits. It'd much rather have a way to disable the second conjure in the ground (or make it a choice rather than mandatory), as picking up your own conjure can be extremely difficult in a crowded fight. Some sort of ammo system would be best. Link to comment Share on other sites More sharing options...
Taril.8619 Posted April 18, 2020 Share Posted April 18, 2020 I had a random thought.What if Conjured Weapons had a unique mechanic, where slotting them on your action bar replaced had them passively replace your skills for that element and had an activated effect where you dropped them to allow an ally to pick them up while you gained access to your normal skills temporarily?Of course, there'd need to be some adjustments what with Fiery Greatsword and Flame Axe both being fire... (Maybe create Arcane Greatsword instead? Whereby it maintains its temporary skill replacement in your kit as an Elite skill and can gain unique effects based on your attunements?) as well as some additional skills to account for Beaver's dual attunement skills (Not sure what would happen with skills 4 and 5 though... Whether they'd remain each individual weapon's skills 4 + 5 and only skill 3 changed with dual attunement or if you'd weirdly gain access to x/D, x/F or Staff skills/other conjure skills) Link to comment Share on other sites More sharing options...
GummyBearSummoner.7941 Posted April 18, 2020 Author Share Posted April 18, 2020 @Taril.8619 said:I had a random thought.What if Conjured Weapons had a unique mechanic, where slotting them on your action bar replaced had them passively replace your skills for that element and had an activated effect where you dropped them to allow an ally to pick them up while you gained access to your normal skills temporarily?Of course, there'd need to be some adjustments what with Fiery Greatsword and Flame Axe both being fire... (Maybe create Arcane Greatsword instead? Whereby it maintains its temporary skill replacement in your kit as an Elite skill and can gain unique effects based on your attunements?) as well as some additional skills to account for Beaver's dual attunement skills (Not sure what would happen with skills 4 and 5 though... Whether they'd remain each individual weapon's skills 4 + 5 and only skill 3 changed with dual attunement or if you'd weirdly gain access to x/D, x/F or Staff skills/other conjure skills)Well rather then changing the great sword or axe why not let them have new skills based on our attuning? And remove the ally pickup ? But that would require them to make new skills for the conjure weapons Link to comment Share on other sites More sharing options...
Emberheart.8426 Posted April 18, 2020 Share Posted April 18, 2020 @Taril.8619 said:I had a random thought.What if Conjured Weapons had a unique mechanic, where slotting them on your action bar replaced had them passively replace your skills for that element and had an activated effect where you dropped them to allow an ally to pick them up while you gained access to your normal skills temporarily?Of course, there'd need to be some adjustments what with Fiery Greatsword and Flame Axe both being fire... (Maybe create Arcane Greatsword instead? Whereby it maintains its temporary skill replacement in your kit as an Elite skill and can gain unique effects based on your attunements?) as well as some additional skills to account for Beaver's dual attunement skills (Not sure what would happen with skills 4 and 5 though... Whether they'd remain each individual weapon's skills 4 + 5 and only skill 3 changed with dual attunement or if you'd weirdly gain access to x/D, x/F or Staff skills/other conjure skills)This is more along the lines of an elite spec idea. I suggested something like this a long while ago, where conjures are replaced by another utility category and they get added back as the class mechanic of a spec. That would make the attunements switchable to the conjures out of combat like rev legends. Link to comment Share on other sites More sharing options...
Infusion.7149 Posted April 19, 2020 Share Posted April 19, 2020 Fiery Greatsword could probably be reduced from 180 to 90 or 120 second cooldown in PvE...Lightning Hammer sees use both in PvE and PvP.Flame Axe is rather underwhelming and should probably have 1-2s burning added to the 1 skill and 2 skill (explosive Lava Axe) along with cooldown reduction on the conjure in PvE. Link to comment Share on other sites More sharing options...
Kodama.6453 Posted April 19, 2020 Share Posted April 19, 2020 Elementalist already has 4 different weapon sets thanks to their attunement mechanic, conjured weapons shouldn't behave like kits mechanically. This would give the elementalist too many skills at hand with too little downsides. They would have to heavily nerf all the elementalist weapons skills to the ground. Link to comment Share on other sites More sharing options...
steki.1478 Posted April 19, 2020 Share Posted April 19, 2020 @Kodama.6453 said:Elementalist already has 4 different weapon sets thanks to their attunement mechanic, conjured weapons shouldn't behave like kits mechanically. This would give the elementalist too many skills at hand with too little downsides. They would have to heavily nerf all the elementalist weapons skills to the ground.But most weapon skills are already bad which is why ele relies on conjured weapons (pve), bunch of trait procs (pvp/roaming) and enemy's low skill and positioning (wvw zergs) to do damage reliably and in same amount compared to other classes on top of being incredibly dependent on their buffs since ele cant sustain itself with those. Link to comment Share on other sites More sharing options...
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