Small Arcanium weapon change for Conjurers

Small Arcanium weapon change for Conjurers
effort 0.0 0 quality 0.0 0 reasonability 2.333333333333333 3

Simple change to greatly benefit conjurers:

Make arcanium weapons level 80 instead of 100.

Level 80 arcanium weapon:

Base 30 cost skills: 80 magic, 80 weapons

Base 60 cost skills: 80 magic, 110 weapons

Base 90 cost skills: 80 magic, 140 weapons

Base 120 cost skills: 80 magic, 170 weapons

Base 150 cost skills: 80 magic, 200 weapons

If magic requirement is too low, make it base 100 instead. I don’t know which benefits more because savants might benefit more from it as well.

So you guys should decide.

  • 80 base magic for skills
  • 100 base magic for skills
0 voters

As you know, other classes benefit from arcanium weapons more than the class it was intended for. This simple change greatly benefits conjurers by lowering cost by enough that it is still viable. The spells are still kinda bad, but in the future, if we get to be able to change the spells on them, it would also help greatly. But for now, I believe this should suffice extremely effectively for a very quick change that will take very little development time.

Ye low effort but it’s fine.

few things to say
1st- the level is never going to be changed, it wasnt chosen to be 100 randomly but rather chosen because all arcanium drops are unlocked at level 100.
2nd- the only change to skills I could see being added and would make sense is to have them work like how strength weapons used to work, that being halving the cost of the skill and giving equal amounts to magic and weapon, so it would be like
Base 30: 100 magic 100 weapon
base 60: 115 magic 115 weapon
base 90: 130 magic 130 weapon
base 120: 145 magic 145 weapon
base 150: 160 magic 160 weapon
3rd- the main reason why conjurers don’t use arcanium weapons is less of a skill req (though that definitely does play a part), but moreso because trading 2 customizable weapon slots for 2 pre-determined base spell slots is worthless. I think arcanium weapons should get a single customizable spell slot with 4 skills, orrr if vetex wants to make them truly unique, give them 5 weapon skills but be able to affix spells to each skill depending on its variant (so like an arcanium weapon could use a magic beam in addition to a skill like incision, or explosion/quake on something like devastate) but this was meant to be a small suggestion so this part is kind of useless to add

good problem you’re solving, not good solution, mostly for 1st reason

1 Like

nah they are doomed let them die

This would mostly buff savant more than conj.

This is just recreating the warlord dilemma again.

Their issue is just how they work as a whole, not their requirements.

what dilemma?

before we reworked it to not get warrior-tier skills at a hybrid investment

not to mention you do actually gain some access to skills you otherwise would not have feasibly been able to using arcanium already, there’s no need to make it more extreme

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.