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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
What weapon is perfect for summoners?.
Kemani
Member
Can summoners use any weapons type to the fullest or mage weapons only like mages can do. What weapon is perfect for summoners?.
0
Comments
Probably the same thing lion-tamers use, when in that cage:
A whip and a long-legged barstool!
I imagine summons are all delinquents that could stand to learn to behave.
This is my personal feedback, shared to help the game thrive in its niche.
I find the door myself.
- Rods
- Books/Tomes
- Staffs
For the lolz, why not some sort of giant quill or piece of chalk with which to draw summoning circles?
- - - - - - -
I guess it depends on your secondary archetype? The typical magical summoner might use rods tomes staffs, but a beast master could use ... I dunno, bows & whips & crossbows? and a bladecaller should probably use ... blades?
At the end of the day you can train in whatever weapon you want, that's Ashes.
Like a shield that distributes your character's resistance to his summoned, or as a staff whenever you use a spell your summoned are 3 seconds stronger.
Summones can do alot of things Just has to be inplemented
Brm brm tsh!
A bear holding a shark just running around biting things.
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it's a very dualistic archetype/class with a wide spectrum of options depending on choices and preferences
IE
Beastmaster - altering your beasts or armouring them with abilities/gear/spells?
Blood Warden - altering your own items or enhancing them with magic
Conjurer - altering your conjured summons with enhancements via magic/summoned items
Enchanter - enchantments and enhancements to music/songs
Necromancer - undead/ethereal enhancements and abhorrent alterations and spells
Shadowmancer - ghost/ethereal/shadow-like enhancements with stealth elements
Spellmancer - elemental/arcane embodiments of spells and enhancements
Wild blade - summon/cast additional magical weapons as well as personal enhancements with effects.
Cant think of a perfect weapon as there is multiple scenarios and class structures for the archetype and playstyle
I may have veered off from the intended purpose of the thread :P
"so I got this idea for a bear-shark trebuchet...we can't lose!" - Police Girl