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Old Apr 28, 2009, 04:52 AM // 04:52   #1
Wilds Pathfinder
 
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Default Everlasting Summoning Stones

I think they should be added to the game... We already have everlasting tonics, and now an everlasting crate of fireworks... In specific, an Everlasting Mysterious Summoning Stone would be an incredibly awesome item to have as a random drop from the gift of the traveller... don't you think?
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Old Apr 28, 2009, 05:08 AM // 05:08   #2
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I guess. Anything to make them actually useful.
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Old Apr 28, 2009, 06:08 AM // 06:08   #3
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Default PvE builds.

Overpowered. Not a slight chance of it happening. Think about it. Say you could bring an ally for PvE which means he won't die anyway, some have pretty nice skills, and they are OK damage dealers.
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Old Apr 28, 2009, 06:19 AM // 06:19   #4
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Sounds good, but with restrictions:

Lasts only 10-15 minutes rather than 30 minutes.
Cannot be dropped while you have Summoning Sickness on you.

The first will make the player have to choose between using a stone to have an ally for a longer period of time, while the second will prevent a team for using the same stone more than once every 60 minutes.
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Old Apr 28, 2009, 06:27 AM // 06:27   #5
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Everlasting mercantile summoning stone would be awesome. I would love to have a merch I can whip out while vanquishing and doing dungeons.
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Old Apr 28, 2009, 06:27 AM // 06:27   #6
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Quote:
Originally Posted by Ariena Najea View Post
Sounds good, but with restrictions:

Lasts only 10-15 minutes rather than 30 minutes.
Cannot be dropped while you have Summoning Sickness on you.

The first will make the player have to choose between using a stone to have an ally for a longer period of time, while the second will prevent a team for using the same stone more than once every 60 minutes.

Hmm... True, but then again I'm sure a lot of people wouldn't trust trading around a single stone to multiple people, unless you're in a guild group or some such, but then you really don't need an ally anyway :P
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Old Apr 28, 2009, 06:44 AM // 06:44   #7
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To be fair, tonics don't add any benefit while this adds a +1 to the party.
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Old Apr 28, 2009, 08:28 AM // 08:28   #8
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I'd say ok for Everlasting Mysterious (Random) Summoning STone would be cool, but the rest I find would be just more cluttering my storage for no particular use
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Old Apr 28, 2009, 09:52 AM // 09:52   #9
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Summoning stones are a nice addition,tbh i would picture the whole summoning process in another way,although the way it is atm it also creates a gold sink,but imagine summonings like pets and rangers,so instead of having to craft stones we would have 1 or 2 skills (pve only that take up pve only skill slots)like the ranger has[comfort animal]and [charm animal] but for the summons,1 skill alows u to bring the summon and the other skill to res the summon after 30 mins,or just 1 skill that alows u to summon and res it after 30 mins.So when u go in an explorable area u take the corresponding skill for the summon and there u go,this would be also the way i imagine pets for rangers,but that would require an entire rework of the beast mastery attribute skill line,instead of having pet attacks just give each pet its own skill bar.

P.S:I am not sure if i posted this in the correct forum,so i please ask the mods to reallocate it.
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Old Apr 28, 2009, 10:06 AM // 10:06   #10
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Quote:
Originally Posted by Daisuko
Hmm... True, but then again I'm sure a lot of people wouldn't trust trading around a single stone to multiple people, unless you're in a guild group or some such, but then you really don't need an ally anyway :P
I agree completely regarding PUGs, however, were this not implemented, Guild groups would abuse the stones horribly. As for not needing an extra ally, that isn't really a valid argument, since having a re-usable Summoning Stone would require no more than an inventory slot to potentially speed up a task. The only disadvantage to using one is having to carry it around.

Quote:
Originally Posted by Megas XLR
To be fair, tonics don't add any benefit while this adds a +1 to the party.
Entirely true. The two item types do not really compare, since Tonics are usable solely in Towns and Outposts as well as pose no benefit apart from the visual difference. Summoning Stones, that are used in Explorable Areas and other instances do affect gameplay considerably. That is why the individual use of this stone must be balanced with the usage of a single-use stone. My suggestion of having the stone last for a decreased duration reflects this, as the player would be forced to decide between summoning a longer lasting ally, or sacrificing potential lifespan but preserving wealth by using the Everlasting stone.

Quote:
Originally Posted by legacyofkain85
Summoning stones are a nice addition,tbh i would picture the whole summoning process in another way,although the way it is atm it also creates a gold sink,but imagine summonings like pets and rangers,so instead of having to craft stones we would have 1 or 2 skills (pve only that take up pve only skill slots)like the ranger has[comfort animal]and [charm animal] but for the summons,1 skill alows u to bring the summon and the other skill to res the summon after 30 mins,or just 1 skill that alows u to summon and res it after 30 mins.So when u go in an explorable area u take the corresponding skill for the summon and there u go,this would be also the way i imagine pets for rangers,but that would require an entire rework of the beast mastery attribute skill line,instead of having pet attacks just give each pet its own skill bar.

P.S:I am not sure if i posted this in the correct forum,so i please ask the mods to reallocate it.
Those types of skills already exist in the form of Asura Summons. You dedicate a skill on your bar entirely towards summoning an ally to the party.
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Old Apr 28, 2009, 10:27 AM // 10:27   #11
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would be used like a pokemon in my opinion. If you get a full team all bringing a summon that they earned from Polymock and then having 1 summoning stone monster you have a team of 17 to destroy enemies. Hardly fair.
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Old Apr 28, 2009, 10:43 AM // 10:43   #12
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I won't mind some of them turned into skills. But I don't think a good idea to make them everlasting, unless you prevent them from being traded.
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Old Apr 28, 2009, 10:51 AM // 10:51   #13
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To be honest, if you think that summons are so overpowered that an everlasting one would make the game too easy, then you clearly haven't heard of heroes.

Summoning stones are just for fun. I haven't met a person who uses them seriously. The monsters are crap, the builds they have are crap and all they do is some minor additonal damage or healing.

If you and your heroes rely on this one summon in order to get through a vanquish/mission/quest, then I think you need to uninstall. >_>
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Old Apr 28, 2009, 11:02 AM // 11:02   #14
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Quote:
Originally Posted by Raccoon View Post
To be honest, if you think that summons are so overpowered that an everlasting one would make the game too easy, then you clearly haven't heard of heroes.

Summoning stones are just for fun. I haven't met a person who uses them seriously. The monsters are crap, the builds they have are crap and all they do is some minor additonal damage or healing.

If you and your heroes rely on this one summon in order to get through a vanquish/mission/quest, then I think you need to uninstall. >_>

Actually i heard that some of the really fast FoW runs used a gaki to heal.
And i remember seing a 9-10 min (dont remember time) Screenie of an UW run where the vale used an Oni....
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Old Apr 28, 2009, 11:05 AM // 11:05   #15
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...where it would have been used to kill the IW ghosts.

That's hardly proof of an over powered summon ...
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Old Apr 28, 2009, 02:05 PM // 14:05   #16
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Quote:
Originally Posted by Raccoon
To be honest, if you think that summons are so overpowered that an everlasting one would make the game too easy, then you clearly haven't heard of heroes.

Summoning stones are just for fun. I haven't met a person who uses them seriously. The monsters are crap, the builds they have are crap and all they do is some minor additonal damage or healing.

If you and your heroes rely on this one summon in order to get through a vanquish/mission/quest, then I think you need to uninstall. >_>
Quote:
Originally Posted by Official Wiki
14 Domination Magic, 10 Illusion Magic.
  • [[Power Spike]
  • [[Distortion]
  • [[Illusion of Weakness]
  • [[Shatter Hex]
  • [[Energy Burn]
  • [[Ether Feast]
Rawr Crystal Spider

I also recall it having [[Power Drain] when I randomed this one a couple days ago while doing Blood Washes Blood. This thing is nasty, with 2 interrupts, Shatter Hex for Hex Removal, Energy Burn for some not bad armor-ignoring damage, and enough defense to easily stay alive. It attacks at I believe Shortbow range, and so stays out of trouble most of the time. Personally, I'd rather have one of these than most henchmen. And unless you are running a gimmick build with your heroes, I find some of these summons similar in power to what your heroes will bring. Sure you can't customize them or flag them, but they also don't take drops.
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Old Apr 28, 2009, 06:27 PM // 18:27   #17
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/signed, as-is but doesn't get destroyed. Summons are not overpowered in the least, especially if you get something like the Golem or raptor, which is always front-line and does die pretty quickly.
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Old Apr 28, 2009, 06:31 PM // 18:31   #18
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if added, it would have to be UBER RARE. having teams with constant 9 man teams using everlasting stones would be a little broken....
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Old Apr 28, 2009, 06:33 PM // 18:33   #19
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We already have an everlasting one.

Fire Imp.

There's no excuse now not to add one.
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Old Apr 28, 2009, 06:34 PM // 18:34   #20
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Quote:
Originally Posted by Eragon Zarroc View Post
if added, it would have to be UBER RARE. having teams with constant 9 man teams using everlasting stones would be a little broken....

It's PvE. The AI is already broken, why not fight fire with fire?
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