Jump to content
  • Sign Up

Conjure weapons


Recommended Posts

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

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

@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 kits

I use it right now lol

Link to comment
Share on other sites

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

  • 2 weeks later...

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

@"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

  • 2 weeks later...

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

@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

@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

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

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

@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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...