Summons
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Summons
Casters need TANK summons! lol
Summon Creature V is rather useless as it is now. It casts colorspray and other low level spells, and it doesnt affect anything, not even the mobs in wyrmwood.
ether the save for this summons spells needs to be upped, or we need a proper usefull summon tank
Summon Creature V is rather useless as it is now. It casts colorspray and other low level spells, and it doesnt affect anything, not even the mobs in wyrmwood.
ether the save for this summons spells needs to be upped, or we need a proper usefull summon tank
Well, higher level monsters (giants and such) tend to target my caster as soon as I start casting attack spells. If I run around my summons they will for a while ignore it (and be open to attacks of opportunity), until I think the summons does enough damage to be a greater threat again. In any event, I can never just hide and cast, unless its behind PC tanks that are doing real damage due to the monster AI.Gil-Este wrote:there are lots of tank summons. but the summons as a whole are way overpowered, i dont think they should allow a caster to hide and cast 20 spells from safety while the summon slaughters all the mobs.
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*peeks his head out*
Ok. Looks safe enough.
I would like to suggest that summons be removed from NS4. It seems to me they only exist to help people solo. It's often been pointed out that there is an intention to get people to group up. Unless I'm mistaken, summons don't have any special abilities that you couldn't find in another character by grouping with them. So, pull summons, encourage grouping. What say you?
Ok. Looks safe enough.
I would like to suggest that summons be removed from NS4. It seems to me they only exist to help people solo. It's often been pointed out that there is an intention to get people to group up. Unless I'm mistaken, summons don't have any special abilities that you couldn't find in another character by grouping with them. So, pull summons, encourage grouping. What say you?
- sep caldessian
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is this inclusive of animal companions and familiars?RunarSterk wrote:*peeks his head out*
Ok. Looks safe enough.
I would like to suggest that summons be removed from NS4. It seems to me they only exist to help people solo. It's often been pointed out that there is an intention to get people to group up. Unless I'm mistaken, summons don't have any special abilities that you couldn't find in another character by grouping with them. So, pull summons, encourage grouping. What say you?
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Personally, I would vote no, because I think those make for good RP stuff, and I don't think it would be fair to pull those unique abilities from classes that have 'em.sep caldessian wrote:is this inclusive of animal companions and familiars?
I'm not too familiar with familiars (*groan*), but they aren't typically super-powers, are they?
- sep caldessian
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well SF is a once per day feat or spell-like ability, i think. it cannot be counterspelled, interrupted, or anything like that, so i wouldnt consider it related to the SC spell family.RunarSterk wrote:Personally, I would vote no, because I think those make for good RP stuff, and I don't think it would be fair to pull those unique abilities from classes that have 'em.sep caldessian wrote:is this inclusive of animal companions and familiars?
I'm not too familiar with familiars (*groan*), but they aren't typically super-powers, are they?
Admittedly I haven't tried out the new modified summons here in NS4 (at least not the higher level ones), but my impression with summons was always that they are weak enough such that when my summon could kill something, my other spells could kill it way more easily. And with the improved monster AIthe summons as a whole are way overpowered, i dont think they should allow a caster to hide and cast 20 spells from safety while the summon slaughters all the mobs


I have opinions of my own, strong opinions - but I don't always agree with them!
- EvanFallen
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- garrykasparov
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Actually I think that summons should generally be there to tank and possibly inflict some form of hampering effect on the mage's/cleric's opponents -- perhaps even a sizable portion of damage. OTOH, they should not be able to more easily kill monsters than tanks of the same level as the caster could not. Case in point -- the bandit healer's summon is far more menacing in melee than the healer or any of the other bandit meleers (possibly excluding lieutenants).
Another example: it's amazing how quickly a dire wolf (lvl II summon but lvl 6 ability) levelled my DE wizzie from 3-5 (supposely tough levels for a mage). No lvl 3 character will have 2 attacks per round...why should a lvl 3 character's summon have them? Finally, uberish summon scrolls can be used to cheese-level your character to a degree as much as any high level gear could.
Another example: it's amazing how quickly a dire wolf (lvl II summon but lvl 6 ability) levelled my DE wizzie from 3-5 (supposely tough levels for a mage). No lvl 3 character will have 2 attacks per round...why should a lvl 3 character's summon have them? Finally, uberish summon scrolls can be used to cheese-level your character to a degree as much as any high level gear could.