Feedback:User/The Sins We Die By/Conjures

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Enchantment Spell. For 30 seconds, if you're wielding a Lightning/Fire/Ice based weapon, your attacks strike for an additional 5...17...20 Lightning/Fire/Ice damage. This skill activates twice as fast while wielding a wand or staff. End effect: If wielding a Lightning/Fire/Ice weapon gain 5 energy.

Enchantment Spell. For 30 seconds, if you're wielding a Lightning/Fire/Ice based weapon, your attacks strike for an additional 5...17...20 Lightning/Fire/Ice damage. This skill activates twice as fast while wielding a wand or staff. End effect: If wielding a Lightning/Fire/Ice weapon gain 5 energy.

Concise description
Enchantment Spell. (30 seconds.) Your attacks hit for +5...17...20 Lightning/Fire/Ice damage. This skill activates twice as fast if wielding a wand or staff. End effect: If wielding a Lightning/Fire/Ice weapon gain 5 energy. No effect unless your weapons deals Lightning/Fire/Ice damage.





  • The durations and recharge times on conjures have always made them very passive skills. The objective here is to make them interfere more with attacking type classes and make the skills less passive. In order to accomplish this the recharge and durations are both nearly cut in half, increasing the frequency in which they must be used. To further interfere with attacking classes a conditional increase in cast time is added. This rewards smart play while, hopefully, educating some less knowledgable players. The influence to weapon swap further interferes with attacking classes while in combat. Finally the choice of how the skills affect energy also interferes with attacking classes by retaining the 10 energy cost. However, this alone would likely result in a decline of use due the impracticality of the energy strain resulting from the increase in frequency of use. Therefore, on end while holding your element weapon, wand, or staff there is an energy return to maintain the energy-to-upkeep ratio it previously had. This does mean that energy can be lost if it is recast too soon before it ends or is removed, this gives players something additional to think about when choosing to use the skills. Finally the decrease in passivity means the skills are more viable against disenchant, this result is desired given the increase in combat interference. ~>Sins WDBUser The Sins We Die By Sig.png 19:25, 18 September 2009 (UTC)