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