The Solution for Arcanium Weapons

The Solution for Arcanium Weapons
effort 4.0 7 quality 4.166666666666667 6 reasonability 4.857142857142857 7

Arcanium weapons have been a long-discussed topic, with many ideas thrown around, especially regarding their universality - how many classes should be able to use them? Well, I think there’s a pretty easy solution for them that uses established conventions that already exist in-game. We already have weapons that can solely be used by a single hybrid class. Why not extend that functionality to the other weapon hybrid class?

Conjurer’s Strength Weapons

Existing functionality

Let’s take a look at Warlord for reference. They have access, at the moment, to a fighting style and three weapon slots. Due to low strength investment compared to Berserkers, their fighting style will be moderately weaker and they will have worse access to rare techniques. HOWEVER, the existence of Strength Weapons allow for nearly every single weapon skill to be used by Warlords. A notable one is Crushing Judgement, as its otherwise astronomically high Weapons requirement is made accessible due to the effects of Strength Weapons. Also, don’t forget about the weapon skills exclusive to Strength Weapons!

Conjurers are lacking

In comparison, Conjurers have to deal with a weaker magic due to their lower Magic stat ALONG with weaker weapon skills due to a lower Weapons stat with no similar mechanic to Strength Weapons. This is where Arcanium Weapons should come in - as the equivalent to Strength Weapons for Conjurer.

Possible implementation

Just like how Strength Weapons split weapon skills’ stat requirements into half-Strength and half-Weapons, Arcanium weapons would do the same to any applied skills by splitting the stat requirements between Weapons and Magic. This would greatly increase the accessibility of weapon skills for Conjurers, while potentially allowing for the implementation of weapon skills exclusive for Conjurers (just like there are for Warlords).

Build identity

There’s definitely a case that implementing Arcanium Weapons this way would somewhat reduce the uniqueness of Strength Weapons. However, I believe this could be avoided by making Arcanium Weapons primarily light weapons to allow for more build diversity, and separating the exclusive weapon types for classes. >probably unnecessary

Arcanium weapon skills

I believe a middle ground could be met between casting magic spells from weapons (the functionality of which has largely been accomplished by spell shapes) and regular old imbued weapon skills. Arcanium weapons should not be able to be unimbued for the following functionality to work: Exclusive Arcanium weapon skills should incorporate elements of spells. For example, a variant of Sparrow Thrust on an Arcanium Spear could have an aftershock projectile similar to a blast.

What about Mages/Warriors?

Mages get high-level rare spells and more access to shapes compared to Conjurer. Warriors get Warrior-exclusive skills (most rare skills excluding CJ and RT) and later Artisan Weapons. I think it’s fine if Arcanium Weapons are Conjurer-only thing, just like how Strength Weapons are locked to Warlords.

Less serious ideas for Arcanium weapon skills

Here’s some ideas for possible Arcanium weapon skills, based around the established hybrid skills on Strength Weapons
Phoenix Song - Variant of Flying Phoenix with a third hit, damage dealt increasing with each hit
Whirling Gale - Variant of Striking Gale with a longer casting time, but resulting in a massive, slower projectile similar to Pulsar
Sword Draw: Echo Strike - Variant of Flash Strike with an additional, delayed explosion after casting.
Beast Storm - Variant of Beast Instinct that creates a lingering vortex of magic, essentially a massive Javelin
Resonating Gale - Variant of Piercing Gale that deals DOT at the location of the explosion (actually a Javelin)
Breaker Beam - Variant of Bow Breaker that is essentially a giga beam. Still breaks the bow, probably way longer charge time

10 Likes

Sounds like fun, though I don’t particularly care for limiting Arcanium Weapons to be light weapons only

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I immediately broke that rule with the Striking Gale variant skill, I just realized. Probably an unnecessary limitation.

3 Likes

Mmm. And strength weapons already get their own unique weapon types so I don’t think it’s worth restricting them. Although unique weapon types for Arcanium could be interesting, maybe a bow with a string made of magic, or a pair of swords that float around the user.

2 Likes

All around a pretty solid way to do arcanium weapons. They don’t need to be anything too overly complicated. I do think arcanium weapons could be themed more around just especially magical looking weapons like staves or weapons with their own status effects. Additionally basic attacks for some could be projectiles, or some higher level arcanium weapons could even have powerful elemental effects built in on top of whatever imbues the players put on it. A focus on projectiles and zoning in unique skills for them would also go a long way in making them feel more unique.

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no you can they’re really bad. seismic is really bad in like every scenario and colossal cleave is literally only good for cheesing.

Colossal cleave being the jankiest multihit move currently in-game yet again

Pretty sure they fixed the jank with the move in the full release update early on.

which patch version or w/e

I agree greatly, although i’m not a conjurer nor i plan to be one, i really like the idea of conjurers actually being the only ones being able to use arcanium, although by logic a warrior should be able to do it too, it shouldn’t be all that powerful in comparison to a conjurer using them.

Another idea is that the imbuement should make attacks far stronger than imbuing with a non arcanium weapon and or be able to cast spells from it (this last one was mentioned in trello)

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Anyone can use arcanijm weapons. Its just that you need some magic in it

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That will be good suggestion since i am a conjurer main if vetex does approve it we will never know if it or not

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W suggestion

While I think there is some merit in allowing multiple classes to use Arcanium weapons, neither Warriors or Beserkers can use Strength Weapons (even though THEORETICALLY a warrior would just have to use more effort to lift the big ass weapons), so by existing gameplay conventions Arcanium Weapons should be similarly locked to Conjurer (as Mage/Warrior each have their own exclusive stuff).

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not sure what to say here; arcanium weapons should just be the conjurer counterpart of strength weapons

Wait WHAT SUNCE WHEN

The thing is, for strength weapons, you need strength to lift it and weapon skill to well, know how to use it.

For arcanium is kind of similar, although in this case both conjurers and warriors can use them (i am also counting other hybrids with weapon), but the difference is that they just wouldn’t work as well (except savant) just because there is no magic to imbue.

im stealing this image

yes, good, good…

my plan is coming to fruition