Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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Feedback for Summoner
The summoner looks good already, But it can be much better.
For me - the most important thing that you should change is: changing the summoner spells corresponding to your active summon. Having different summons with different role is great, but this all Lags behind if your spells cant follow. Its not needed that all spells change, maybe 3-4 will be enough. The current spells of the summoner are good for the DPS summon.
But for the other summons they need to change.
For example if you have active:
* Healing summon:
- Change Disintegrate channel spell so it deals less dmg, but it can be cast on ally. Doing so will reduce the dmg the targe of the channel takes by 20% for the duration, and if the channel is completed fully, then heal the target.
- Change the Void silence spell - Provide heal over time for all targets in the area in addition to the silence, but increase cast time by 0.5 sec.
- Change the blast dmg spell to heal spell.
* Guardian summon:
- Change Siphon life so it now transfers health from the summoner to the guardian summon in a ration 1:3 or 1:4. So it heals the guardian 3 or 4 times the health you sacrifice.
- Change the mark that detonates after time so for the duration All dmg you deal to the target heals the guardian summon by % of the dmg you dealt. but it no longer explodes when it reach 0 seconds. and deals no dmg.
- Change the mark that lets you teleport your pet behind the target so after the guardian summon is teleported, it takes reduce dmg for couple of seconds and generate high threat, but increase cooldown.
As a summoner, you need to adapt and be able to fill any role the party needs. At the moment The summoner is dps class, with summon that changes its role, But the summoner should adapt also.
So if you fill the tank role of the group, What you need to do is tanking, So you should have the ability to help your pet survive,
If you filling the healer role - then you need the ability to keep your allies alive, so healing, and dmg reduce for the party is what you need to do.
Also you need to add spell with long cooldown that lets you swap active summon instantly. So If you are filling dps role for example, but the tank dies, then you can swap summon instantly and put the guardian summon, to fill the role until the tank is revived.
For me - the most important thing that you should change is: changing the summoner spells corresponding to your active summon. Having different summons with different role is great, but this all Lags behind if your spells cant follow. Its not needed that all spells change, maybe 3-4 will be enough. The current spells of the summoner are good for the DPS summon.
But for the other summons they need to change.
For example if you have active:
* Healing summon:
- Change Disintegrate channel spell so it deals less dmg, but it can be cast on ally. Doing so will reduce the dmg the targe of the channel takes by 20% for the duration, and if the channel is completed fully, then heal the target.
- Change the Void silence spell - Provide heal over time for all targets in the area in addition to the silence, but increase cast time by 0.5 sec.
- Change the blast dmg spell to heal spell.
* Guardian summon:
- Change Siphon life so it now transfers health from the summoner to the guardian summon in a ration 1:3 or 1:4. So it heals the guardian 3 or 4 times the health you sacrifice.
- Change the mark that detonates after time so for the duration All dmg you deal to the target heals the guardian summon by % of the dmg you dealt. but it no longer explodes when it reach 0 seconds. and deals no dmg.
- Change the mark that lets you teleport your pet behind the target so after the guardian summon is teleported, it takes reduce dmg for couple of seconds and generate high threat, but increase cooldown.
As a summoner, you need to adapt and be able to fill any role the party needs. At the moment The summoner is dps class, with summon that changes its role, But the summoner should adapt also.
So if you fill the tank role of the group, What you need to do is tanking, So you should have the ability to help your pet survive,
If you filling the healer role - then you need the ability to keep your allies alive, so healing, and dmg reduce for the party is what you need to do.
Also you need to add spell with long cooldown that lets you swap active summon instantly. So If you are filling dps role for example, but the tank dies, then you can swap summon instantly and put the guardian summon, to fill the role until the tank is revived.
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Comments
So even if you are Enchanter (summoner + bard) - if you summon the dps pet, you should still be able to do dps, and if you are (summoner + fighter) and you summon the heal pet- you should still be able to support your party.
The augments will additionally help you build the class how you want to play it. And obviously with (summoner + enchanter) you will be able to support the group much more than with dps augment, but the "jack of all trades" should not be removed. You should still be able to fill any role.