Conjure Elemental Customizations

Conjure Elemental Customizations https://forum.arcaneodyssey.dev/uploads/default/original/4X/5/9/b/59b555a1b29b800f3ecbddae67da058f016e8480.jpeg
effort 5.0 1 quality 5.0 1 reasonability 5.0 2

Add a “Shape” and “Type” customization to Lost Spell : Conjure Elementals

For such a fun and high potential spell, it lacks a lot of customizations that helps caters to people’s aesthetics and playstyle. By having two additional options, players could have more ways to diversify their build :

Shape (Changes the appearances of your conjurements)

Initially, I want this option to ONLY CHANGE their appearance, but it’d be awesome if your conjurements also had varying stats based on their appearances :

  • Knights [Defense +15%, Dexterity -15%]
  • Mage [Power +10%, Defense -15%]
  • Muscular [Defense +15%, Range -20%]
  • Atlantean (Animal Headed Conjurements) [Power +15%, -1 Drawback]
  • Maids [Haste +15%, Power -10%]
  • Butlers [Haste +15%, Power -10%]
  • Samurais [Haste +15%, Defense -15%]
  • Archers [Dexterity +15%, Defense -15%]
  • Fighters [Size +15%, Dexterity -15%]
  • Cowboy [Range +15%, Size -15%]
  • Pirates [Size +15%, Power -15%]
  • Bear [Power +15%, Defense +15%, rush at target to attack them like current animals]
  • Wolf [Power +15%, Defense +15%, rush at target to attack them like current animals]
  • Boar [Power +15%, Defense +15%, rush at target to attack them like current animals]
  • Tiger [Power +15%, Defense +15%, rush at target to attack them like current animals]

Type (Changes how the Conjurement fight, option is disabled if Shape is Bear, Wolf, Boar or Tiger)

Being able to change how they fight would be an amazing addition that allows people to get more creative with how they play around their summoned aid :

  • Magic (Attack with mostly Blast, Laser and sometimes Self Explosions if target is close, right how it is right now)
  • Fighting (Attack with mostly Crash, Smash and sometimes Shot if target is far away)
  • Melee (Attack with Sword’s Whirlwind, Katana’s Flash Strike and very rarely, Dagger’s Spiraling Fury if target is far away)
  • Ranged (Cycle between Bow’s Quick Draw, Musket’s Piercing Shot and Gun’s Rapid Fire)

Feel free to give feedbacks and discuss over its balance!

4 Likes

neuron activation

Let me combine muscular with wolf shape so that the punishment may truly reach the foul, rotten, evil, heathen, corrupted, vile, abominable, disgusting necroposters

Basically what Ormolu has, i approve

I’d love this. I also wish that the summoned elementals scaled off armor stats and were affected by lost knowledge modifiers to make them somewhat more customizable as well (even if it was at like a 10% efficiency or something)

Dreaming of a min-maxed power build using“Ultimate Art: Super Goon” (Atlantean Type) with dragon slaying and an Oath Diamond :drooling_face::drooling_face::drooling_face:

Other people have probably thought of this already, but I’d like an elemental that’s just the default Roblox 2.0 package so that I can have my warlock make the insanity shadow people when the level cap is high enough.

me using ranged because i swear npcs have aimbot in this game:

it also sucks, cause like, the farther into the game you get they will just end up falling off even though i love summon builds, they just are not very viable if they can get oneshot by any size/power build (same situation with Ormolu’s summons and my dragon slaying storm of arrows)

Even if the armour efficiency decreases with the amount of summons you have with a low default for even 1 it would be great, simply letting them actually scale with the player somewhat would be great at actually making the move more viable

4 Likes

this would be cool and honestly i dont think itd be too busted cuz ive seen a couple dudes use conjure elemental when fighting me, and it barely helped them at all

Yeah, im pretty sure they’ll scale on player level but even so, it feels like they’re basically just distractions or status effect appliers more than anything

don’t get me wrong, their utility is nice (especially as a light mage) but they’re unreliable for damage and just get annihilated easily (4 light elementals have around 390 hp each) so their utility is just negated anyway

yeah, with 0 stat scaling you are basically just asking fodder to help you

Only reason i bothered to use them on my mag fodder was due to them basically having aimbot (i hate allanon darting around hiding inside his own attacks) and the elemental can help show me where outside of my screen he went before i get blasted in the back

but their actual fight capability is pretty terrible

After obtaining a new conjure elemental scroll to replace my old spell (it used to have the darkness-purging modifier but it did nothing but massively increase its cooldown), I just tested how it scales with haste, hoping that maybe i could have double the elementals active.

With 809 haste (280.6% faster cooldowns) its cooldown is decreased by… only around 8 seconds. I get that haste should be less efficient with the spell for balancing’s sake, but I didn’t think it would be that bad

yeah i get haste being less effecient along with everything else, but when it litterally has 0 effect the spell just becomes ass, why did they balance it this way?