willsummon wrote: » or no pets while a powerful caster.
Halae wrote: » willsummon wrote: » or no pets while a powerful caster. Now that one I'm expecting is just not in the cards. I remember back in the City of Heroes days, there was the Mastermind class, which had six pets that it was less of a controlling factor and more like a manager to. One of the zaniest optimization challenges for CoH was making a mastermind that used fewer pets than the standard six. Or, even weirder, none at all. This was, obviously, not intended. It's possible to not involve pets in your petmaster class, but empirical evidence shows that, unless the pet already doesn't matter to your output (like the ranger in guild wars 2) then it's going to totally and completely cripple your output, denying yourself options, effectiveness, and generally getting people to distrust that you're capable of performing, which makes grouping far harder. I just don't think Intrepid's going to allow for a no-pet summoner.
Immortui wrote: » Veeshan wrote: » Summoner+Fighter should summon weapons and fling/hurl them at opponents and do physical dmg instead of magical :P omg do you know fairytail manga by chance? Erza being able to swap any armor and summon any weapon. Your comment really reminded me of her, wow. Yeah I never really played rogue but after seeing bard preview how spellbook looked, my mind wondered about rogue having floating daggers and sending them for some special ranged attacks as well, now your comment about it being summoners work I'd love to see it
Veeshan wrote: » Summoner+Fighter should summon weapons and fling/hurl them at opponents and do physical dmg instead of magical :P
Sathrago wrote: » Summoner should be the dedicated damage sustain class, through dots, pets, and debuffs at least in my mind. Probably too extreme and wouldnt be what these augments from the secondary will be able to do, but ill just keep day dreaming until it gets shattered.
Halae wrote: » willsummon wrote: » or no pets while a powerful caster. I just don't think Intrepid's going to allow for a no-pet summoner.
willsummon wrote: » Halae wrote: » willsummon wrote: » or no pets while a powerful caster. Also, from personal experience, there are raid situations and PVP situations where pets are more of a hinderance than a benefit. My suggestion offers an option that keeps the Summoner viable in those situations. I think in some cases summoner has to be more careful than other classes because his pet could make it more difficult to navigate some dungeons for example because it will accidentaly aggro some mobs. That said, I think that's why summoner is usually a harder class to play, because you have to manage your character and your pet as well, but if you train and master that class it should be rewarding making you potentionally stronger in PvE scenarios, where your pet can tank the dungeon.
Halae wrote: » willsummon wrote: » or no pets while a powerful caster. Also, from personal experience, there are raid situations and PVP situations where pets are more of a hinderance than a benefit. My suggestion offers an option that keeps the Summoner viable in those situations.
Dripyula wrote: » Whatever the summoner class will be... I hope it features at least 4 or 5 art & theme directions with respective, different summons. Like ° Necromancy ° Elementalism ° Demonology ° Celestials ° Faeish And if you go deep into either one of these skilltree directions, you can summon stronger beings of those different planes.
iccer wrote: » I always just wanted to play a mage-like class, but not a mage, so I'd pick Warlock, Summoner, Necromancer, or something along those lines.
Lodrig wrote: » I've been saying for a while now that Summoners need an archetypal resource system (like Momentum and Courage) to manage summoned minion counts AND any buffs or orders they give to them. [*] Commands are the 'support spells' of the Summoner and are Willpower consuming perment until dispelled AoE's or flags placed on the ground that cause all nearby summons to follow the command, think of these as basic attack and defence RTS orders, they work without needing to select individual summons and don't care about the number of summons. [*] Commands may also buff the summons that are obeying them, these buffs are gained with passive nodes on the skill tree and allow a summoner to specialize as a 'general' who puts more time into directing summons vs just letting the AI attack as it wishes. [*] Commands are optional playstyle and can pair equally well with a small number of strong summons or a large number of weak ones. [*] Forgoing Commands means more willpower available for Summons to balance the lack of coordination and buffing. Again this is a battle to battle and even moment to moment choice the summoner must make. [/list]
Yoh wrote: » I'm in it for the story. I want summons with personality and character, as well as quests. Mechanics I am more partial to Final Fantasy 11 (and 10), with the single big honking summons. But I do also enjoy the hordes of chaff that degrade over time, that you have to constantly replace. It should depend on the type of summoner you are. Ie, what archetype combination. Different strokes for different blokes.
Lodrig wrote: » I have some concepts for the Summoner derived classes I'll post here. [*] Summoner/Bard Enchanter Enchanter focuses on providing basic summons which can then be given powerful single target buffs to specialize them for the tactical situation at hand, team mates can also be the target of these buffs and summons skipped all together.
Lodrig wrote: » [*] Summoner/Cleric Necromancer Necromancers summon undead themed minions which are unique for their immunity to most mind effecting debuffs, stuns, taunts and other mindeffecting crowdcontrol effects, the Necromaner also brings powerfull targeted and AoE lifedrain effects which sustain himself, his summons and team mates
Lodrig wrote: » [*] Summoner/Fighter Wild Blade Summoning phantasmal weapons and shields, each is a projection of an item the Wild Blade has equipped and carry their weapon skills and abilities into battle allowing them to be a practical one man army. The weapons lack player collision and are imune to elemental damage, making them highly effective against mages.
Lodrig wrote: » [*] Summoner/Mage Spellmancer Spellmancer summons elemental themed minions which deal elemental damage and can use their minions as the location for creating AoE spell effects by dispelling the minion in a burst of magical energy. Minions felled in battle likewise burst making them all effectivly walking bombs sent at the enemy ranks.
Lodrig wrote: » [*] Summoner/Ranger Beastmaster Beastmasters summon exotic animal themed summons which are faster and more agile then standard summons. The Beastmaster can mark an individual oponents as the prey of his hoard and direct his swarm to attack them relentlessly.
Lodrig wrote: » [*] Summoner/Rogue Shadowmancer Shadowmancer's summon etherial and ghostly aparitions which have no collision and evade most barriers and snares. As well he Shadowmancer can disquise themselves as a similar aparition nigh indistinquishable from one of their summons thus allowing them to join in combat, or escape at lower risk while presenting their enemy with a deadly shell game.
Lodrig wrote: » [*] Summoner/Summoner Conjurer Specializing in maixizing the quantity and power of summons the Conjurer is also the fastest summoner able to uniquely summon multiple entities with a single casting to both present a threat fast but also rapidly replace combat losses.
Lodrig wrote: » [*] Summoner/Tank Brood Warden (Golemancer) The Brood Warden summons an aray of durable Golems ranging fom stone to blood to metal, with a command these golems can morph into walls, cages, spikes and other obstacles to block or trap oponents though they remain vulnorable to attack in this state. Likewise they can be commanded to morph back at any time to re-engage oponents in direct combat.