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Old Apr 15, 2009, 07:12 PM // 19:12   #1
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Default Asuran Summons: My ideas.

This is just an idea i've had for a while, i'm sure it would never happen, but it would be pretty cool.

I use the asuran summons a lot, on my Rt/N i use them often, and sometimes for vsf i like to bring [skill]Summon Ice Imp[/skill] as he does AoE and snares.

but anyway, my idea is, what if you could cap skills for them, like say 1-3, obviously they would have to be for the summon's primary profession, and i don't think elite's should be able to be capped, as that could possibly be very powerful. although that would be very cool. but i was thinking just regular skills/spells. I don't know how this could be implemented, the capping i mean, maybe it could be done automatically by the summon. I wish that you could control it, and choose the skills before you zone and start killing stuff. But like i said i don't know how this could be implemented, at least easily for the dev-team, and convenient for players to use. And if it was done automatically by the summon, then maybe if it had a skill used on it, that was in it's main attribute line, it would use it until you zoned until the next area, like for example if meteor shower was used on Ruby Djinn, then he would use it until you zone, or even until you return to an outpost. Or, even better, what if the summon, did the fatal damage to an enemy, it would "steal" it's skills. So, if the Ruby Djinn, was to give, lets say a fire imp, the fatal blow, it would steal Flare or Fire Storm or something, and be able to use until you zone/outpost whatever.

Or, what if the enemies that had "cap-able" skills were in difficult areas, like coldfires in uw, or a wizard in SoO, or just regular zones, but hard to get too, or even, just from bosses? would be fun, like an easter egg hunt.


My original idea was to be able to somehow cap the skills, then before you leave town, be able to chose 1-3 of them, for the Summon to use, on-top of it's pre-defined skill. I think this would be very awesome, and pretty fun.

all feedback is welcome, negative or positive.
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Old Apr 15, 2009, 07:28 PM // 19:28   #2
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Uh... they are quite strong already as they are. They eat up some damage, each party member can has cheezebu.... ahem... I mean, can have one...

I won't mind to be able to change the skill they have if it is just one and it's not elite, but adding more to them would be a bit to much, depending on which ones they can learn.
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Old Apr 15, 2009, 07:41 PM // 19:41   #3
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My idea...

Give us some way in-game to get this skills besides playing #$!#$! Polymock... Make em cost 10 zkeys, I don't care... I *hate* polymock...
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Old Apr 15, 2009, 08:06 PM // 20:06   #4
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Polymock is ridiculously easy. and in hard mode, these summons are a joke, 5 spiders put my ice imp to shame in less then 1 second, AND that's with 16 Spawning.
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Old Apr 15, 2009, 08:21 PM // 20:21   #5
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i think that once you reach r9 your summons should get an elite. i also think there should be a buff for hard mode.
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Old Apr 15, 2009, 08:31 PM // 20:31   #6
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Originally Posted by RupDur78 View Post
i think that once you reach r9 your summons should get an elite. i also think there should be a buff for hard mode.

now that is also a really good idea. i like it.
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Old Apr 15, 2009, 08:49 PM // 20:49   #7
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so... this thread is about buffing a skill to be a summonable hero?
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Old Apr 15, 2009, 09:11 PM // 21:11   #8
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so... this thread is about buffing a skill to be a summonable hero?
no.

heroes you can change weapons/runes/ and use full builds, as well as getting your title buffs (norn/deld/asuran/etc), you can flag them etc, set to attack, defend, avoid. this you cant do w/ a summon.

and you might say, summoning stones, well those are also not customizable, and i like to use a stone+summon+vanguard sin at the same time on my Rt/N MM, and other chars.

this is about making the summons, use more than 1 skill, i would like to be able to add 1-3 to their bar.

Last edited by SimplyAmazing; Apr 15, 2009 at 09:14 PM // 21:14..
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Old Apr 15, 2009, 09:15 PM // 21:15   #9
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Originally Posted by SimplyAmazing View Post
5 spiders put my ice imp to shame in less then 1 second, AND that's with 16 Spawning.
was your Asuran title high? cuz that changes your imps level. Spawning wouldn't change alot.
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Old Apr 15, 2009, 09:21 PM // 21:21   #10
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was your Asuran title high? cuz that changes your imps level. Spawning wouldn't change alot.
My title is max, and spawning does change a lot, it gives it an incredible health boost.... in hardmode they don't last very long at all against any heavy damage dealing mobs.
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Old Apr 15, 2009, 09:21 PM // 21:21   #11
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Originally Posted by MithranArkanere View Post
Uh... they are quite strong already as they are. They eat up some damage, each party member can has cheezebu.... ahem... I mean, can have one...
First off, if every party member brings one, unless they're dying every 5 seconds or so you're going to run into party members with useless skill slots, since you can only have one out at a time. If all you want is a disposable damage sponge, minions work much better and they don't take a skill slot on every character.

Secondly, even if the thing lasts it's full duration, they're still pretty useless. They won't always target what you want them to target, and they're spamming relatively weak skills that you'd probably laugh at if a human ele brought them.
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Old Apr 16, 2009, 10:56 AM // 10:56   #12
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They are good as they are. They don't need an extra buff, cause then it would be overpowered. And for HM, if they suck, just dont bring them with you. Like for any profession, not all skills are as good as the other. Just the same as in the asuran skills. One gets more use then the other.
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Old Apr 16, 2009, 12:50 PM // 12:50   #13
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It would be more overpowered then it already is , I don't like it.
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Old Apr 16, 2009, 01:22 PM // 13:22   #14
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Stop relying on PvE skills and learn how to play your character. Summoning Stones and Asuran Summons are perfectly fine as they are. I actually like the skills selected for them, as they have a nice effect (snare, weakness, burning) and have good recharge. They do not need to be boosted in anyway.
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Old Apr 16, 2009, 05:13 PM // 17:13   #15
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Originally Posted by Skyy High View Post
First off, if every party member brings one, unless they're dying every 5 seconds or so you're going to run into party members with useless skill slots, since you can only have one out at a time. If all you want is a disposable damage sponge, minions work much better and they don't take a skill slot on every character.

Secondly, even if the thing lasts it's full duration, they're still pretty useless. They won't always target what you want them to target, and they're spamming relatively weak skills that you'd probably laugh at if a human ele brought them.
That may be for you. I have never seen any of my summons killed by enemies neither in normal or hard mode unless my party is retreating, in which case they are used as decoys. Otherwise they always last until the spell expires.

Each one has a single effect.
The Djinn burns.
The Mursaat weakens.
The Naga knocks down when weakened.
And the Ice imp snares.
They deal some damage, but that's just an extra. If you don't want a periodic application of those effects without expending your own time applying them, you don't bring them.

- If I want to snare enemies while I cast Heat skills, I bring the Ice Imp. It never fails snaring what I want him to snare, the way I want him to snare.
- If I want someone spamming Immolation to keep a target under burning while I cast other things that benefit from it, my fire Djinn always do so really well. Always go for the first thing I attack and never changes targets randomly.
- I effectively created a build along the naga that can beat all Tournament contestants. The enemies can't touch me because they are being knocked down all the time.
- And the Mursaat is REALLY helpful against Destroyers. While I cast other things, he maintains weakened any physical attacker that approaches me, the destroyers never see it as a priority target and never go kill it first.

When I use an elementalist, I usually bring them to replace the skill they carry in the bar, since they are casting it all they can, It's like casting two spells at the same time. All you need to do is check them to see when they are casting it.

So... maybe you just don't know how to stand strategically in the correct place, call targets at the right time and see when they are casting to cast yourself at the correct time. They may don't work for you, but I assure you they work.

Being them elemetalists too, they are only 'easy to use' as partners to others Elementalists.
If you are bringing one of them while bringing a melee-range build, you are as smart as someone that brings Asuran Scan while being a spell range caster. They may follow you and get too close to the front lines. If you can't use them effectively without being an Elementalist, don't bring them at all, they are not for you.
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Old Apr 16, 2009, 05:39 PM // 17:39   #16
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Originally Posted by RupDur78 View Post
i think that once you reach r9 your summons should get an elite. i also think there should be a buff for hard mode.
Yes, let's increase the necessity for grind even further.

Although I have never found the summons to be useful, they just seemed wasteful when my guildies brought them (I cannot be bothered with the Polymock). Whatever they accomplish can be achieved through other (and usually more efficient) means. Plus, they take up a PvE slot.
The only potentially useful one I see is the Ice Imp, just for the snare it provides.

Last edited by Xenomortis; Apr 16, 2009 at 05:45 PM // 17:45..
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Old Apr 16, 2009, 05:49 PM // 17:49   #17
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the summons having multiple skills would seem a little overpowered, lol. but if u could cap certain skills to swap with one another, while still maintaining a single skill on the summon, that would be interesting =) no elites though ;-)
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Old Apr 16, 2009, 11:45 PM // 23:45   #18
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Yes, let's increase the necessity for grind even further.

Although I have never found the summons to be useful, they just seemed wasteful when my guildies brought them (I cannot be bothered with the Polymock). Whatever they accomplish can be achieved through other (and usually more efficient) means. Plus, they take up a PvE slot.
The only potentially useful one I see is the Ice Imp, just for the snare it provides.
[Signet of Illusions] FTW also no one is forcing you to use thous skills. and your not even willing to do the quests in the first place so don't complain about something that dosnt even effect you.
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Old Apr 17, 2009, 12:41 AM // 00:41   #19
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Originally Posted by MagmaRed View Post
Stop relying on PvE skills and learn how to play your character. Summoning Stones and Asuran Summons are perfectly fine as they are. I actually like the skills selected for them, as they have a nice effect (snare, weakness, burning) and have good recharge. They do not need to be boosted in anyway.
I know how to play, and very well. I think it would be fun, looking to cap skills, as there is very little content in the game i haven't played. 1 more skill on their bar, wouldn't make them so overpowered that it would shake the entire game off it's foundation. And the only one that's worth anything is ice imp, other than that, they're trash.

also, using a pve slot, just to have a summon spam a mediocre under-powered skill, is near pointless, the idea is, use a pve slot, to have a summon spam 2 skills, so that you basically are bringing 9 skills makes more sense, to me at least. And i think, hunting down the right enemies to cap skills from, would be fun!

Last edited by SimplyAmazing; Apr 17, 2009 at 12:50 AM // 00:50..
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Old Apr 17, 2009, 11:01 AM // 11:01   #20
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[Signet of Illusions] FTW also no one is forcing you to use thous skills. and your not even willing to do the quests in the first place so don't complain about something that dosnt even effect you.
You've missed my point.

Hypothetical situation:
Let's say somebody finds a really, really good team build involving these skills. Let's say that these skills had to be cast at r9 to get the suggested elite (which is why the team build is viable). The only people who could join in with this team are people with an Asuran rank of 9 (or could sqeeze SoI in their bar, which may not be possible), which is extremely unfair.

It was bad enough when people demanded a minimum rank for Ursan, but that wasn't an actual requirement set by the game for it to be useful. It just gave you a stronger advantage. With this suggestion, a fixed cutoff point has been set.
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