Feedback:User/Life Infusion/Conjures

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Conjures are bad in PVE[edit]

Strength of Honor makes Conjures extremely bad in PVE for melee. You lose the ability to use a zealous weapon, your team's necros can't trigger barbs, Mark of Pain, or Orders. Rangers tend to use Splinter weapon so conjures have no use at all.

Allow conjures to add damage to spells (PvE only)[edit]

Conjure Lightning Conjure Lightning Enchantment Spell. For 60 seconds, if you're wielding a lightning weapon, your attacks and air magic spells strike for an additional 6...24...28 lightning damage. (10Energy, 1 Activation time,45 Recharge time)

  • The additional lightning damage ignores armor currently, so if it added armor ignoring packet damage to spells that would help.

Conjure Flame Conjure Flame Enchantment Spell. For 60 seconds, if you're wielding a fire weapon, your attacks and fire magic spells strike for an additional 6...24...28 lightning damage. (10Energy, 1 Activation time,45 Recharge time)

  • The additional fire damage ignores armor currently, so if it added armor ignoring packet damage to spells that would help.

Conjure Frost Conjure Frost Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks and water magic spells strike for an additional 6...24...28 cold damage. (10Energy, 1 Activation time,45 Recharge time)

  • The additional water damage ignores armor currently, so if it added armor ignoring packet damage to spells that would help. Mirror of Ice was pretty much this skill, but for both PvE and PvP.
  • This combined with Mirror of Ice would make Water Magic viable in PvE via Rust, Ice Spikes, Deep Freeze, Glowing Ice.