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I think a bit excessive to have a separate page for both the conjure skills and their respective weapons. If someone is interested in a skill enough to look it up, they are going to want to know the additional effects that skill provides. I'm suggesting combining each respective page, the list of skills can then simply be displayed under the in game description much like these. Ptarmigan 02:38, 2 March 2012 (UTC)

Requesting opinions[edit]

Should traits affecting conjured weapons be listed on both the page for the conjure and the page for the weapon? Or what's the best way of dealing with this? User A F K When Needed Signature Icon.png A F K When Needed 09:24, 24 March 2012 (UTC)

Drop on attunement?[edit]

If you change your attunement while wielding a conjured or environmental weapon do you drop it or not? --Inoshiro 20:57, 11 May 2012 (UTC)

Tested on stresstest: Doesn't drop on attunementswitch and lasts 60 seconds.

Cooldown begins when summoned or when dropped/used?[edit]

Does the cooldown begin when you summon a weapon or when you've used all charges/thrown it away? Gnarf 23:20, 18 May 2012 (UTC)

If you conjure the weapon the cooldowntimer starts. The weapon lasts 60 seconds until it disappears.--Inoshiro 12:51, 19 May 2012 (UTC)

Elementalist Weapon Conjure Skills[edit]

I am requesting a change in the weapon conjuring skills that the Elementalist has. There are quite a few of us that like the conjuring mechanic, but overall seems like it could be improved. We are hoping that it is not too late to make changes to the class. The changes we would like to see are:

  1. The weapon conjuring skills are attunment based. Meaning, the current mechanic doesn't change but weapon skills do. ie. Lava Axe changes to Elemental Axe and the weapon skills are determined by the current attunment.
  2. Adding more elemental weapons. ie. Sword, Mace, and War Horn.
  3. Making a main hand and off hand version of the skills when conjuring more than one at a time. ie. Main hand Sword and off hand shield,keeping both the attunment of the first summoned and keeping the duration the same as the first summoned.

Whitesyntax 01:44, 1 July 2012 (UTC)

Sorry, this wiki is not the place to make suggestions to Anet. You'll have to either wait for the official forums to open with the next BWE, or you can use the Feedback space on the Guild Wars Wiki (they handle suggestions for both GW1 and GW2). —Dr Ishmael User Dr ishmael Diablo the chicken.png 01:47, 1 July 2012 (UTC)

Does anyone actually like these?[edit]

I have two of these skills on my ele (axe and hammer), but I find them frustrating because once you burn your bar, you have no swap weapon or attunement change. For PvE, most of my characters rely on the swap mechanic for extended fights (and eles the function keys), whereas short fights I may use single bar. Hammer is especially useless against anyone/thing with stun breaking, and when I used it in PvP I was splattered in seconds by someone doing just that. Having to quickly drop one to switch to life saving water almost makes them a liability. IMO, that makes these skills more just for fun (like launching cows and such) than being practical. --Falseprophet 19:04, 10 October 2012 (UTC)

For PvE: Conjure weapon, cycle skills, drop weapon, cycle normal skills, pick up second weapon, cycle skills, continue normal cycle.--Relyk 05:18, 15 October 2012 (UTC)
Or if you're using a lightning hammer, just autoattack. High damage + the last hit is both a blast finisher and AoE blind? Yes please. --Rashid (talk) 13:35, 6 September 2013 (UTC)
The elite greatsword is quite beastly, but I found the lower ones to be weak/conditional. Some people use ice bow in pvp for the stun, some people use hammer for blind and launch. -Auron 13:51, 6 September 2013 (UTC)

Do sigils on equipped weapons proc while using conjured weapons?[edit]

I have sigil of fire on my staff and when I use conjured weapons I never see a flame blast in the combat log. Are sigils supposed to work while using a conjured weapon?

Yes. Since a change done a while ago that was done mainly for kits, all bundles work the same now: The power is determined by the quality of the weapon, and the sigils of the weapon are used for it too. So if you have an ascended staff with force and frailty sigils, when you pick an ice bow, you'll get an ascended ice bow with force and frailty sigils. MithUser MithranArkanere Star.pngTalk 18:32, 17 March 2015 (UTC)

Weapon strength of conjured weapons[edit]

The page stated 969, which I updated to 925. Please check. Where did this number originally come from? Using 925, most of the skill coefficients remain unchanged. In particular, both the Static Field on Staff and on Lightning Hammer have skill coefficient 0.5. In the game at power 1000 without buffs etc the tooltip is consistent with weapon strength 925 for Lightning Hammer and 1048 for exotic Staff. --Abraxax (talk) 15:33, 16 October 2015 (UTC)

I don't know where 969 came from, maybe some old forum post, but I've been using 925 myself for the weapon kits for a while. Tyndel (talk) 16:15, 16 October 2015 (UTC)

Skills and professions[edit]

I noticed that all of the skills of the conjured weapons listed here have their profession being elementalist. I'm curious to know why we did this, since reality since they also create a bundle which can be equipped by anybody, and the API says all professions can use the skill. Shouldn't they not have a profession listed/be shown as a common profession skill? - Doodleplex 18:12, 16 July 2017 (UTC)