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Thread: Stronger Pets

  1. #1
    Community Member Infiltraitor's Avatar
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    Default Stronger Pets

    Would you kindly make the changes in code that

    1) upgrades Ranger Pets

    Ranger's Razor Cat is CR 4. This is a complete waste of a spell slot. This creature, which is summoned at level 14, could not survive trash in waterworks. At least merfolk's blessing is useful on the swim test in crucible. This creature is a liability costing 25 spellpoints.


    2) upgrades Pale Master Summons

    Frostmarrow Mage requires: Blackbone Mage, Frostmarrow Archer
    Frostmarrow Archer requires: Blackbone Archer, Frostmarrow Knight
    Blackbone Archer requires: Skeletal Archer, Blackbone Knight
    Skeletal Archer requires: Skeletal Knight
    Blackbone Mage requires: Skeletal Mage

    Did I just sink 9 Enhancement points for a squishy that casts level 4 spells?


    3) allows players to take Augmented Summoning multiple times?

    My Artificer's puppy is very gimped and I would much appreciate being able to take Augmented Summoning 7 times for a grand +28 to all stats and 350% fortification. While I am aware that this will gimp the living heck out of my Artificer, puppy can always carry my stone to the nearest shrine. The effect on puppy dps would actually be rather minimal (+14 damage on his 1 attack per second) but the survivability increase would be huge (an extra 350 hit points). Used alongside a Summoned Monster, this would make a summoner almost viable in endgame content.

  2. #2
    Community Member Gorbadoc's Avatar
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    Quote Originally Posted by Infiltraitor View Post
    1) upgrades Ranger Pets

    Ranger's Razor Cat is CR 4. This is a complete waste of a spell slot. This creature, which is summoned at level 14, could not survive trash in waterworks. At least merfolk's blessing is useful on the swim test in crucible. This creature is a liability costing 25 spellpoints.
    Did they get nerfed? When I played a ranger years ago, I found the razor cat was useful through The Vale (then endgame content).

    I agree that some summons need a buff, but I'm not sure you're appreciating what they're currently good for. They're borrowed time. You cast a summon when the threat from monsters is low, yet the summon has its greatest effect when the threat is high.

    You go into a fight and, thanks to the dog/cat/demon you summoned, you have slightly more DPS output (easy fights go faster) and a slightly larger hit point buffer before party members start dying (hard fights are less lethal). This is on top of whatever DPS or survivability you get from using your in-combat abilities; the summon requires zero time investment from you during the fight.

    Of course, a lousy summon is still a lousy summon. If a summon consistently dies at the very beginning of a fight, having got in only a few attacks and having managed only one monster's aggro for less than five seconds, then that summon isn't worth the spell points. Rangers need something better than what they have at higher levels, but only to the point where it can hold a little trash mob aggro off the rest of the party.

  3. #3
    Community Member donfilibuster's Avatar
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    Hope the enhancement pass will help the palemaster summons.
    Devs posted time ago they would look at the AP costs.

  4. #4
    The Hatchery CaptainSpacePony's Avatar
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    Wink

    Quote Originally Posted by Infiltraitor View Post


    3) allows players to take Augmented Summoning multiple times?

    ...I would much appreciate being able to take Augmented Summoning 7 times for a grand +28 to all stats and 350% fortification... Used alongside a Summoned Monster, this would make a summoner almost viable in endgame content.
    I don't know that it would be even remotely viable, but I like how you think.

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