Is it me, or did they completely remove summon durations? or maybe they did that for 'augment summoning' casters? I just did the entire grotto with one summon.. and btw, he kicked some baddie butt.
Is it me, or did they completely remove summon durations? or maybe they did that for 'augment summoning' casters? I just did the entire grotto with one summon.. and btw, he kicked some baddie butt.
Looks like all summons last for 10 minutes now, opposed to 5 minutes.
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
I thought I was in the quest longer than 10 minutes, but *shrug* I guess I could be wrong. Regardless, 10 minutes + augment summoning makes me want to pick up some buff spells to help out my minion summons
I think it was update 4 where they changed summon duration to 10 minutes.
Very useful for a Level 1 character and their Celestial Doggy.
Those are not pebbles surrounding the urn filled with Human teeth. They are megaliths!
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
yeah you summon whenever you want.. (except off scroll)
And only have 1 out at a time.
Durations seem to be quite long, longer than 5 I think...
Not only the duration seems to have changed as well the effectiveness and I really like that. I summoned a simple 'celestial dog' and he even was able to trip Lions wow, that is awesome
I am used to buff my summons anyway, but it was obvious that they increased the HP and the stats of the summons making them more viable.
Last but not least they changed it even in a way that the summon now teleport at your side as soon as you are too far away, which is handy if a summon is stuck at a door with mobs behind.
I really enjoy that change!
Yep all we need is a few more types of summons now, 1 or 2 extra for each level of summoning would be good.
So you can use different summons for different problems.
I took the lvl6 skeleton knight palemaster summon into kobolds new ringleader to test how useless he was..
Still pretty useless.
As a test I also charmed a kobold warrior, and bufffed up both equally, to see which was more effective.
They were both pretty **** as they got stuck allot. The skeleton would barely follow me, he did at least teleport to me after he got stuck tho.
Overall the skeleton knight was slightly better then the CR0.5 kobold. Only slightly.
He doesn't hop around as much anymore, but instead he does some kinda weak shield bash attack. It does like 5-10 damage with him fully buffed up with bulls + rage.
I never seen him do any special debuffs on vorpal strikes, maybe he was just unlucky.
He did sunder several kobolds at least.
The regular free skeleton summon actually tends to do more dmg, as he doesn't do a stupid shield bash, and he has a triple swing attack which does a hell of a lot more damage.
Since the necrotic touch can heal them now, there pretty mcuh unlimted too. They don't display a duration and I think I was in the quest over 10min, he didn't disappear.
The friendly kobold I hit with dominate person lasted a few minuits, then got ****ed off and jumped out of it using heroic surge - he was then entirely immune to all attempts to recharm him, and my skeleton killed him (took him a long as time tho since he was so buffed up)
Quest was set to normal. So even on normal, summons are still barely helpful. Will test that augment summoning feat someday perhaps.
Where have you guys been? Summons have been this way for months now, since last December I think. They last 10 mins and are really only good for cheap aggro diversion. I wouldn't waste mana buffing them, its cheaper to just create another one, especially if you stick to the 10 pointers. And Shade, you are complaining about them getting hit a lot after you lower their AC with Rage?