Eh, dagger has great chasing like forward evades and leaps, but given the tremendous amount of teleports and leaps other professions have, it's still tough to keep up. Swapping to 900 range, or even 1200 if a conjure ever offered that, would be the missing link plenty of ele builds need. Ammo, kit, bundle, or whatever mechanic conjure goes under, it should be instant instead of the lagging swap it is now. I'm thinking of rock shield mostly, which grants invulnerability, a block, and barrier application. It's a great weapon, but impossible to use in sPvp given it's activation time. Not every weapon/skill needs to be useful in PvP so long as they have a use somewhere in the game. Dropping them for allies gives them a nice thematic feel and makes them more useful overall. However, using them in that way is really not for PUGing or PvP. It works best when you are playing with people you know, with whom you can coordinate attacks. Making them like a toolkit would still have the end result of their power being nerfed. I've been making heavy use of Conjure skills as of late on my sword Weaver build since Conjure Frost Bow and Conjure Flame Axe make great long range support for a melee build. I think one of three things would improve them: A. Keep the current recharge but turn them into an ammo skill, B. keep the skill itself the same but reduce the cooldown on it by half, C. keep everything else on it the same but increase the duration you can use it. As a weapon that doesn't have unlimited uses, they can be stronger than kits since they have a shorter life than the always-on possibility that kits provide. I think elementalist as a whole got nerfed to the ground aside from sword weaver. I speak on behalf of the staff users who heavily rely on our conjur weapons to keep us afloat in relevancy. Not sure what changes the ammo skill adds other then to drop more of them at different intervals, or if you just want to drop more for people to pick up. There are internal cooldowns on the conjur weapon skills and as of now the rotations are just fine with the cooldown when it comes to personal DPS, so making them an ammo skill is just redundant and fixes absolutely nothing about the bigger issue with the conjure weapons as a whole. Also increasing duration you can use it also fixes nothing, as we only use them for only 1 skill before swapping to maintain our dps, everything about the conjure weapon other then that 1 skill is not worth using. Having it as a tool kit fixes the issue of 1 being a clunky utility, and also being situational (like you said about pugging and or pvp) which if they were used as tool kits would possibly be used in pvp. I think the good elementalist can time the internal cooldowns mentally on when certain skills will be up on their conjure of choice, and to swap to that particular conjure when certain skills are required fixes the situational part of what the conjure weapons bring as a whole when it comes to utility.