Proposed Conjured Weapons Rework ( Hopefully rules compliant this time)

[Discussion]

I tried posting this before after using AI to make it look clean and presentable without realizing that was against the rules. I spent a few hours trying to trim my handwritten version down to something a little more readable and this is what I've got.

I also tried to trim it down to just the bare bones of the idea. This also comes from noticing that anet have stepped away from just designing traits that just read as different versions of "do more damage under x condition" and recently have been trying to make more playstyle defining trait choices.

Overall, this is an attempt at enabling a playstyle revolving around conjured weapons by removing some of their hidden or unsatisfying strength to make way for some nice quality of life, buffs and a draft of a trait rework that sounds fun to play, at least to me.

  1. (Buff for all) Make all conjures instant cast to equip 

  2. (Nerf x2) Remove ribbon features (extra weapon drop and stat bonuses) taking up power budget to allow more strength to be focused in the weapons themselves. 

 NOTE - If the community at large is in love with the  dropped weapon feature for its flavor,  then move that functionality to the adept        minor trait in fire with its own icd so you don't risk a whole Zerg or raid group using. the same overturned weapon. 

3. **Most important** (Buff, but only if traited) Rework a grandmaster trait to support conjured weapon play specifically. My idea has 2 main features

A.) The Cool down of each conjured weapon is linked to the cool down of its associated element (a lightning evoker also takes lightning Hammer, it will have a lower cooldown if he was specialized in Earth) Same goes for Weaver with the lower cooldowns. I'm hoping this creates interesting synergy and different play styles across different specs. (It wouldn't need to be 1 to 1 scaling, this could be proportional

B.) Add a stunbreak on casting a Conjured weapon ability while disabled. This would be limited by a charge system that refreshes on a 25-45 sec icd with a 1-2 stack cap. This is so you can't stack 4 conjured weapons and get four stun breaks as part of the deal.

My whole goal here is to operate within the systems that anet has already shown themselves to use consistently and to create a high value, low difficulty of implemention idea that has a lot of levers to tune it so that it isn't overpowered by design and can have its power reduced without making it useless. 

I figure if we make it easy for them to implement something cool then we are more likely to get something cool.

Posted Jul 9, 2026, 7:47 PM UTC

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