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My concerns with the summoner class

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Comments

  • Aszkalon wrote: »
    A Summoner should have at least One Skill that deflects or distributes and spreads Damage directly made on him, mostly or fully onto the Summons, though. ;)

    This way,
    you can never kill the Summoner without needing to take care of his Summons first. A good way to keep People occupied on the full Summoner's Power.

    "Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[7]" (from Wiki and an inspiration from Lineage2 summoners, but I guess as you were the one to write it you may know it already).
  • DepravedDepraved Member, Alpha Two
    edited June 28
    Mico wrote: »
    So here is an off-topic question, when it comes to summoner classes.

    Do you feel like Summoners should have pets that provide non-combat buffs? Such as for crafting or gathering?

    More of a utility summons, rather than for combat.

    that's an interesting idea but can also get annoying. like when u needed 8357475 other ppl to buff u every time u wanted to craft something T_T
  • TexasTexas Member, Alpha Two
    I more worried about whether the summoner class actually exists.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    Summons are borrowed power or entities pulled from somewhere else.

    They can be weapons, armor, traditional pets; let’s not limit them to just one thing.

    What a Summoner is by Intrepids definition is a utilitarian class with a unique tool-kit. I rather not play a Demo Lock or a Spiritmaster . I rather see new takes on what a Summoner can be as described in the wiki.
  • ExiledByrdExiledByrd Member, Alpha Two, Early Alpha Two
    I am usually against copying from other games, but has anyone else seen the Path of Exile 2 Witch reveal? I don't think I have seen a smoother necromancer/summoner playstyle. No spamming summon spells, lots of choices on what to summon within restrictions that make interesting gameplay choices. I know action RPG <> MMORPG, but some of that quality of life would go a long way.
  • GrizzlyRedGrizzlyRed Member, Alpha Two
    I always pictured summoner as more of a mage type class. Summons do specific things, they are not out for more than 6-20 seconds. You might summon a spirit bear that charges in and does an aoe stun than disappears. Or summon a forest nymph that heals the ally with the lowest health for 10 seconds. Maybe a hawk that swoops in on targets and lowers they chance to hit. Summon in a stone titan that has an aoe buff to defense for allies for 15 seconds if you are in range. Summon a demon for 8 seconds that leeches the life and restores your own. Stuff like that, so you are casting summons situationally, than also casting your regular dps, or healing spells alongside them when they are out. Maybe if you are a summoner who that also classes again into summoner you can have 2 out at once.

    Maybe its a dumb idea, but that is how I picture a summoner class in an mmo. Having permanent summons out is boring and promotes afk/kiting playstyle. Also with the above playstyle it means you can have countless options on summons, as each summon is basically just another skill slot.
  • ExiledByrdExiledByrd Member, Alpha Two, Early Alpha Two
    I'm okay with non-permanent minions, but they really need to last more than a couple of abilities. I hate strongly dislike summons (like in FFXIV) that you cast, they do an AOE and then they disappear. At that point it's mechanically no different from a mage, and the mechanics and the feel of a class is why I'll play one over another. If I am playing summoner I want to feel like a commander, ordering my minions around, perhaps casting spells to buff them or exploit them when needed.

    Things I look for in a summoner:
    1. Minions feel meaningful. Not just a DOT that has to run around.
    2. I feel meaningful. More to do than just press the summon button.
    3. Team tactics even during solo play. Use minions to tank hits, trying to flank enemies, everyone target the healer!
    4. Thematically cool. The subclasses can really give people a choice on their flavor of summons (Undead, Elementals, spirit swords, etc)
  • Swifty00Swifty00 Member
    edited June 17
    From what we have learned, the summoner class seems to be an amalgamation of summoner/illusionist/shapeshifter, with the mage solely being an elementalist.
  • GuajatuGuajatu Member, Alpha Two
    edited June 17
    With the demos of the classes shown so far, they are good and interesting, and my concern with Summoner is precisely that it is the only class that is bad to play.

    I wanted it to have Skills with mobility and even a little more resistance for the summoner himself, and for them to really be a more versatile and utilitarian class. With invocations that help you In everything, not just in battles.
  • AszkalonAszkalon Member, Alpha Two
    "Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[7]" (from Wiki and an inspiration from Lineage2 summoners, but I guess as you were the one to write it you may know it already).

    Thanks for letting me know and onto this Knowledge. Take my Like, good Sir. 🫡
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Kinda starting to look for a Guild right now. (German)
  • Limit404Limit404 Member
    I do like the summoner that has a bunch of minions around him fighting for him. Thats what a summoner is for me (or necro specifically). I think WoW demonolgist rework was a good attempt at this, but i dislike the ramp up part.

    What i would like to see is having a big CD that summons even more minions but also have interactions between them, say fusing them together to create a monstrosity with special attacks focused on AoE, single target, speed or slows. something along those lines to create a proper feel of "commanding" your minions to do bizzar things to aid you in your goal.

    Then again im already happy if i have 50 small minions surrounding me.
  • HazardNumberSevenHazardNumberSeven Member, Alpha Two
    I am most hyped about seeing the summoner more than any other class.
    Especially 'necromancer'.

    Personally, I like my necromancers to stand back and have their minions (multiple) do the dirty work, while you manage them and throw a few spells here and there when needed.

    Diablo 2 necro/Everquest (pre-PoP) necro come to mind as peak necromancer gamplay styles for me.

    Very much looking forward to what Ashes will do with the necromancer class.
  • TexasTexas Member, Alpha Two
    Okay, my actual concern:

    The vision that Summoner will be a jack-of-all-trades and can fill holes in parties. The problem with this is usually that they are decent at all things but not good at anything. Hopefully, they can bring something unique to raid size groups or if they are specced right can actually be as good as the role they replace.
  • HazardNumberSevenHazardNumberSeven Member, Alpha Two
    Texas wrote: »
    Okay, my actual concern:

    The vision that Summoner will be a jack-of-all-trades and can fill holes in parties. The problem with this is usually that they are decent at all things but not good at anything. Hopefully, they can bring something unique to raid size groups or if they are specced right can actually be as good as the role they replace.

    I imagine they'll be just fine at each role, but not all at the same time, and only through their pets.
    Sort of like the (correct me if I'm wrong, it's been a decade or so) magician? In everquest.
    You could have different pets for different roles. In AoC I imagine there will be some pets that supply heals, some that tank, and some that DPS, etc.

    That's just my head canon though. Guess we'll have to see!
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