#Summoner beta changes

1 messages · Page 3 of 1

toxic terrace
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not exactly a fair comparison tho

swift crag
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skill issuemimic

toxic terrace
swift crag
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i wil probably keep using fey unstable for fancyness

toxic terrace
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idk but I like the ultima fun factor more

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when rng is in your favor it goes from 0 to 100 real quick

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we are an rng class after all mimic

toxic terrace
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against fey yeti specifically fey unstables also suck sadly

swift crag
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lightning sigil being up while you charge fey lightining is even more rngmimic

toxic terrace
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I think even drakeblight is more common than that mimic

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or at least from my experience testing it

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anubis doesnt spam sigils anymore so you gotta wait until the wrong one expires and then its a 1/4 chance to get the correct one

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I like my all out rng loadout

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the lugus procs when they occur are also very nice

swift crag
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would be cool if you align yourself to an element and anubis chose to spam the same element sigil

toxic terrace
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Ars vesta with and without sigil

swift crag
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ara sigils summons when?👀

toxic terrace
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Ultima with and without sigil and weakness

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Fey inferno with and without sigil

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ngl ultima looking kinda weak when you put them side by side

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fey unstables also have a massive M2 range so this comparison is probably not super accurate

swift crag
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unless blight proccs

toxic terrace
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ara vesta might be the best actually

swift crag
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how much mag do you have?

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we can do some calcs

toxic terrace
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6728

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but for ara vesta you'd need to run 5 more ashen pinions to achieve 100% crit

swift crag
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we will go with the test stats

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40% amity?

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how much was double up?

toxic terrace
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40% amity yes

toxic terrace
swift crag
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mag11

toxic terrace
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50%

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all those screenshots were with a completely uncharged passive btw

swift crag
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sigil 1,2 right?

toxic terrace
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Im actually not sure if its 1.2 or 1.15

swift crag
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fey unstable max damage on weak 1'576'141

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sigil and blight add up or sigil gets ignored when blight is up?

toxic terrace
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they stack

toxic terrace
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full weakness or sigil?

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full weakness is 1.5x I believe

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for ultima its 2.4x

swift crag
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sigil

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for ultima I got 1'297'074 but I'm not sure I counted the faction bonus right

toxic terrace
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it would be 25/8% I think

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for ultima

swift crag
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ara sigil multipliers gets counted on m1 or 2?

swift crag
toxic terrace
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if I had to guess, M2

swift crag
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yeah plausible

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with 1 sigil ara vesta should be around 460k , I used 2,6 M1 since I don't remeber if it was 2,5 or 2,7

toxic terrace
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its 2.5

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for average damage without weakness, fey unstable and ara vesta probably come out on top

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I just wonder how much the loss of magic from ashen pinions affects the ara vesta damage

swift crag
swift crag
toxic terrace
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did you already calculate ara vesta?

toxic terrace
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Im leaning towards ara vesta then

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however how does the quickcast math factor into this

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since only ultima and fey unstable benefit from it

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that means that the average damage of ultima and fey unstable would be 30% higher

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most of the time you'll have a sigil with ultima as well

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with fey unstable not so much

toxic terrace
swift crag
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If you're lucky yes

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I would say ara vesta is for consistency

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Also for vesta you could add a second sigil if you're brave enough

toxic terrace
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that doesnt stack does it?

swift crag
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M2 is 1+x, with x number of sigils

toxic terrace
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but even when you take into account anubis sigil and a 30% average damage increase from quickcast, ultima still loses to vesta with sigil and fey unstable

toxic terrace
swift crag
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But then you have to manage DC and sigils on enemy

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Rngmimic

toxic terrace
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selfcast dc is so annoying

swift crag
toxic terrace
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the long lasting sigils last pretty long at least

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I guess another advantage of ara vesta is the fact that lugus procs cant occur when you charge a spell

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since you spend more turns actively attacking with vesta, you get more lugus proc chances

swift crag
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Also that

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I feel ara vesta shines more in party

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You can get more sigils up

toxic terrace
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why cant anubis get some of the sigils mimic

swift crag
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I just want anubis to lose rebirth actually

toxic terrace
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one person goes GSA benefactor and the other goes GSH

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then you get big pacts without spending any turns to summon

swift crag
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Nearly forgot about gsh getting access to 400k hp dragons

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But you can't charge the passive that way

toxic terrace
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not like you really need it most of the time

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from my testing its just faster to not charge the passive for most raids

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with the only exception being amorri and maybe normal morri

swift crag
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We need more raids like a morri

toxic terrace
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due to ascended summons base GS will also outdamage if you dont charge the passive.

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its somewhat strange rn

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atm I'm thinking:

GSH with ara vesta for ~6m health raids (fey chim, horsemen, fey yeti)
base GS BP for ~10m health raids (phoenix, the fool)
GSH BP for >20m health raids (morri, amorri, OR)

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ultima for elem weak raids

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in practice the sigil lasts shorter than you might think

green trellis
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Does elysian balance would be too strong on GS hydrus ?

With GSH being the "dps class" and EB not a big boost for ultima anymore, it would let us use more builds since we got light/dark sigil, light spell like celestial arrow and maybe more in the futur

toxic terrace
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it would be cool ngl

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even in the case of ultima I feel like it wouldnt be broken

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it would be a 7.6% ultima boost or so, but as you can see from the screenshots and videos before, ultima is way behind ara vesta and fey unstable atm (unles you have weakness)

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from what I saw in the heretic chat, celestial arrow is kinda weak atm, but maybe elysian balance could make it competitive

green trellis
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Yep, and maybe sacreseal/gloomseal from deity ara

toxic terrace
toxic terrace
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When it doublecasts you see so many hits

toxic terrace
toxic terrace
toxic terrace
runic dagger
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Talk about being dead, this thread

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Does Jinn still have the same problems on live with the immune issue? Can't test much on beta these days so was hoping someone else did?

toxic terrace
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last time I tested it, yes

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sadly

runic dagger
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Think they'll fix it? Should be a quick fix, comparing it with the stuff that's happening on Beo thread

charred basalt
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This thread is pretty limited

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Literally the only thing we want is more tools for GSH to play with

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But like, odie isn't even in here

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And the focus seems to be on beo atm

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So I guess we can wait for some other patch/content update

toxic terrace
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I already gave all the feedback I wanted to give

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Nothing more we can do ig

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Beo and realm seem to be the priority

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Which is understandable

open shoal
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I've been trying to test pvp in beta, gs is so op you just die instantly, it's crazy man. Can win like 9/10 fights vs non gs. Gs it's like 1/10 lol

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Wonder if it'll ever get balanced

toxic terrace
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On defense?

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Protect chance is halved tho

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It's 25% now instead of 50

open shoal
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They just do so much damage it doesn't matter

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This is beta so I don't have my ascensions

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So everyone is equal

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Get wrecked so fast lmao

toxic terrace
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Yeah they're hella strong

open shoal
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There's so many gs as well, if I wanna test I gotta skip so much!

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Beo probably not a good match up either

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A summon does more damage than my pet!

toxic terrace
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The turn 1 potential of summons is probably too good yeah. They start to struggle when the target is buffed up but usually the fights dont last that long

open shoal
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Yeah it's 1-2 turns before I'm dead usually haha

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No wonder lower ascensions get frustrated vsing gs, it's impossible to win

toxic terrace
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How do you even deal with gs as beo tho? Just rely on pet hitting the gs?

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Or beoh

open shoal
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So first turn you have to ward up,

toxic terrace
open shoal
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Oh god please no lolol

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So yeah gotta ward up and pray

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But you usually just get statused and die through ward anyway

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A few hits from a summon and your ward is gone

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So 1 turn and you're dead even warded

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They just do too much damage haha

toxic terrace
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Most people seem to just pray to rgnesus and go for the oneshot turn 1, but that still only works 75% of the time and less often with protect gear

open shoal
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Yeah that's not what I would suggest lol

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But it would work out sometimes haha

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Just yeah man I haven't been able to hit the gs often at all

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What's the max block with augments and stuff now?

toxic terrace
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I estimated the attack stat of a benefactor hydra to be around 10-11k, at 0al that is. No idea if it's accurate but that might be why

toxic terrace
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With a 2h celestial weapon

open shoal
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If they had summon stats it would be 20kish? Does that seem rifht

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So yeah with woo that's a few hits

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Lol

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A wardless class has NO chance of living a turn haha

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But you are aware of that

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If you run no ward you accept the risks

toxic terrace
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I think the summon stat gear is like 40% more stats? I don't think that gear is worth it since the stats are usually garbage

open shoal
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My alts gs is asc 40 and the damage boost is maaaaassiiiive with pet stat stuff

toxic terrace
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I still agree that the stats are too high tho

open shoal
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Not pet stuff, I meant summon % lol

toxic terrace
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Summons are too good in pvp but they're still ass at raiding

open shoal
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Took me aaaages to fix my build in live to where my alt can't easily destroy me lolol

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They are slower, they're epic for low HP raids tho! Big ones like Morri are tedious af

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Do you attack as well or do you mean summons only

toxic terrace
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Pronably in order to compensate for the fact that you cant really buff summons, they just game them a ton of frontloaded stats. As a result its super strong in pvp since that's entirely turn 1-2 potentiak

open shoal
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It's very hands on, like you gotta like DC and rhada and stuff the whole time

toxic terrace
open shoal
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And it's like 500k a turn

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Yeah

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Honestly I'd do that if I wanna raid while doing something else

toxic terrace
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At least bp exists

open shoal
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I used to just tap db on my alt lol

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Semi idle raids

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If I wanna nuke stuff just use bp or something

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But my alt doesn't even have celestials so it's like 10m maxed out bps

weary galleon
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Reduced M1 on summons? Yes please. Let my defensive stats matter.

open shoal
weary galleon
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Oof

open shoal
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Multi tremor as well from hydra

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It's wild

weary galleon
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Even with earth resistance too?

open shoal
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I'm earth element yeah

weary galleon
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Oh true

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That's banana's

open shoal
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They don't care about your res lol

toxic terrace
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They couldnt really kill him but still kinds crazy lol

open shoal
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I know untolds build there

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I do 0 to him with every single pet

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Even at asc100

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Cannot touch him

weary galleon
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Sounds like beo followers could use some of that summon m1

open shoal
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I wish

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Cactus does 0 vs an al0 if they use dc and golems pretty much

weary galleon
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Rip

toxic terrace
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Macolyte?

open shoal
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Hes blind

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Not many people use him cause he's not reliable

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Nekrosis has very bad m1 as well

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He does very little damage to dc'd folks

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If any of my pets could hit like a summoned hydra it would be insane

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Funny that you used untolds as an example when he's one of the best players in the game like you expect to kick his ass haha, that build there has insane defensive stats

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And you're using zaltys and a shield

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Don't even need Charon's and you still hurt him

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Insane

toxic terrace
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The dragons didnt work super well there tho

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Because of omnimancy

open shoal
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You weren't even packing summon stats

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I do 0 maxed out

toxic terrace
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Fyi, I couldnt kill him there

open shoal
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I wouldnt expect to beat someone with 70 more ascensions if I didn't boost my stats

toxic terrace
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Killed all my summons and I couldnt summon more cuz no mana

open shoal
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You'd beat him easy mode with summon stats, unfortunately you can't test again haha

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Browse the arena for hours until he pops up lol

toxic terrace
open shoal
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Summons can be just as effective if you run summon stats and not zaltys and shield

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I do it in on my alt we basically the same al

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And I have no celestial, still destroy everything instantly

toxic terrace
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Let me try

open shoal
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It's INSANE

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55k with multi tremor vs my al100

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A single hydra does 55k

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Actually a bit more

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Just killed an al59 deity in 1 hit

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And he has ward turns

toxic terrace
open shoal
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Haha see

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It's mental

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My main has 12k res or something but the hydras as so fn jacked they basically ignore that

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Still hit for similar damage

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Anyway the reason I mentioned it in this beta thread is I was trying to test beo in beta and kept getting shredded instantly lol 😂

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I was running like insane morri stuff too

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The ai doesn't use bp, thank god

toxic terrace
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Only with 5 summons on the field

open shoal
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Does it? Damn

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Wouldnt know, never survived that long hahahaha

toxic terrace
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what do you guys think of the fact that the GSH passive was nerfed in 2 ways? The number of summon deaths needed to max out the passive went from 4 to 5, but it also provides a 75% stat boost instead of 100%. I personally think it should have been one or the other

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if I had to pick between those 2, I'd go for 4 summon deaths to reach 75%

charred basalt
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Well if odie thought it was too powerful, so be it

toxic terrace
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Im actually starting to believe the new GSH is possibly worse than the current one

charred basalt
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I think it's still a pretty good boost, we just need less tedious ways to get it

toxic terrace
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nah Im serious

charred basalt
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It lost nothing thougj

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Right?

toxic terrace
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I'm trying out current GSH in amorri and it does better than base GS actually

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what often happened in the beta was that I ended up in super sketchy situations because summons were dying too quickly

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because ascendant summons is gone

charred basalt
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Oh ascended summons yeah that one sucks really bad

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But it affects you more than most people I guess

toxic terrace
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in most of the amorri runs I did in the beta, 1 or 2 summons would die because they were too squishy to take a hit from morri

charred basalt
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I have 15 al, I doubt new hydrus is going to be worse for me

toxic terrace
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true ig

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current GSH doesnt really need life pacts

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beta probably does need them

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it makes sense to charge the passive I guess, but in practice you just lose damage when one of your big summons dies

charred basalt
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Charging passive is pretty unsatisfying too

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And pretty risky

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Since you aren't doing damage or anything and are leaving yourself vulnerable

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But I guess it's warranted cause the dmg boost is pretty significant

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It's like a phoenix almost

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But yeah ascended summons being gone is pretty sad

toxic terrace
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it's also anti-synergetic with BP imo

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if you summon skeletons to charge the passive, sometimes the raid boss just wont kill them

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so you cant summon your big summons

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or you need to spend extra turns charon pacting them

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the skeletons work better with chakram, vesta or ultima where you dont need to summon anything other than the skeletons

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there's just not really a fast way to get rid of 3 skeletons

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thats also why I wanted a pact that kills the 3 weakest summons

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although it'd be super specific lol

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the best way to charge the passive imo is to just let the boss kill them, that doesnt really cost you any turns and also doesnt put you at risk. Sac pact 2 is just suicide and using achlys pact means you have to summon 4 big summons instead of 3. Charon pacting one by one sucks for obvious reasons

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however that obviously depends on rng

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(like anything GS related mimic )

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average GSH player

runic dagger
toxic terrace
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it'd probably suck as a pseudo AoE option but I guess it's still better than a pact that doesnt do any damage when sacrificing summons

toxic terrace
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Gsa bene jinn in beta

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The issue is still there

swift crag
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Ancient jinn using his ancient dumbness

potent olive
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Back in my day vulcan was weak to fire

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Ancient Jinn, probably

charred basalt
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Dude is so ancient he has dementia now

open shoal
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that got a giggle

sly eagle
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Looks like the pacing that nf intends for summon builds TomatoDevious

charred basalt
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My final thoughts on GS beta changes

PVP
-Blood pact nerf was needed, although im not sure if lowering M1 to 3 will be a big enough nerf given the insanely high numbers you can get
-Battalions nerf is good, given how insanely rng heavy summoner was in defense

PVE/Hydrus changes
-Hydrus getting increased stats is really good, given it is more of a player damage class compared to base GS and GSA
-Battalions buff was pretty much necessary, nothing more to say
-The new stacking passive is really cool in theory, but feels really tedious to charge, given how many turns killing your summons + summoning new ones takes, and i dont think the nerfs from 4 sacrifices/100% boost to 5 sacrifices/75% boost were needed
-GSH losing ascended summons feels really bad, your summons are extremely squishy, and with enough AL base GS deals more blood pact damage(without charging the passive), which i feel like shouldnt be a thing

Now, what I think is still missing(I wont go into detail about pvp, because i believe pvp is in a pretty bad state across all classes right now, so ill stick to pve)
-Summon focused builds still feel really overpowered with no gear investment and not powerful enough when you fully spec into them(beo had an issue like this, but bonds fix that), this is because summon boosting gear doesnt scale with quality, and all summon stat boosters are balanced to be additive. When running GSA with benefactor spec, using more summon boosting equipment will give you such a small boost that its basically always better to go for defensive gear so you alteast dont die.
-Summoners need more tools, especially GSH. Given the new passive that buffs you when you sacrifice summons, we could really use some pacts that kill your summons to deal damage, or some new summons that self destruct or something, current GSH feels like its missing something.

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Also, if anyone that doesnt main GS but plays it from time to time has something to play, please do

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like how you find summon builds compared to your main and stuff like that

toxic terrace
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@runic dagger got anything to add for auriga? I believe you said you thought the rhada pact DC loop was too monotone?

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for the 'summoners need more tools' point

runic dagger
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DC + RS2 + Rhada isn't the best cuz it's effective for the summoner play style, it's the best by default which is a whole different thing.

The aforementioned loop, which is all GSA has for now in terms of effectiveness, is just bare bones for what the variant could offer, going so far as to say that the class itself isn't living up to its potential.

Increasing the summon stats via Auriga passive would add on to the monotony of the class. To that end, the bare minimum is that summons should provide more interesting mechanics that bounce off each other to actually justify the creation of said class (golems giving wards to other summons, a summon that consumes others to strengthen itself/deal damage, a summon that actively taunts enemies but has no offensive capabilities, just to suggest a few) but all we got this patch, which is understandable given the attention you guys gave to other classes, is a fix to the behavior of Phaethon, which is only half the problem, the other half being the abysmal rates.

It doesn't help the GSA experience much outside of endless and maybe OR if you're pushing it, since for the former, you can just take them a few floors and then pact them out after, making do with what they gave your summons since it's just not realistically efficient to bank in on hopes of them giving your summons all the buffs they'd need, and for the latter in that OR gives you more room for them to buff and fail but only up to a certain threshold; both approach quickly falls apart in their respective fields due to scaling enemies and amount of turns taken, and you'll find that you'd face more trouble than they're worth with that.

GSH should get the stat stick summons since they're all about player power anyway while GSA should be given dynamic summons to compensate for all the things that their class doesn't allow them to do as effectively. Hoping all of this is considered.

toxic terrace
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I also still think the rates on eos blessing itself are too low

runic dagger
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It should be a guaranteed single up and somewhere around 15-20% for double ups imo

toxic terrace
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it takes too many turns before you get anything meaningful, and that slot that phaethon uses could've been used for a dps summon so the overall benefit you gain from it is questionable

sly eagle
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GSA needs to be able to give out buffs as AoEs

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A buff to give the whole squad atk/mag 1, which chances of 2

runic dagger
sly eagle
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Something that doesn't require eventlocked fomo BS

loud nova
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It would be nice to get a skill like call of dum for gs so it can help setting up in endless

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Like all summons defend and protect for x amout of turns but u can't use it in pvp

charred basalt
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Or maybe just a toggle able skill that stops summons from acting

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Could go a step further and make it give you a buff to give something spicy for non summon builds

loud nova
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Something like that it would be really useful for endless

toxic terrace
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also for codexing

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also summon codexing when

loud nova
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Yes that as well

sly eagle
runic dagger
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Wow

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Sure hope GSA gets that "similar ease" treatment as well

sly eagle
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Same. I want decent raiding ability please.

runic dagger
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Right now, the variant and the summon play style as a whole is of "you put in the time and resources but the play style doesn't respect your time still" in terms of raids and ORs.

Hoping we get tweaks to the point that ALs aren't needed just to reach average level with said play style.

runic dagger
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Just saw @toxic terrace clears on HoF, can't come close to that AT ALL with GSA/summon buildmimic

toxic terrace
potent olive
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Reminder that the point of the balance patch is to make it so that all classes are capable of doing content fine.
Increasing speed or fun is not in the scope of the patch.
GS is quite capable of killing raids, even if at a painstakingly slow speed

runic dagger
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I wouldn't chalk summon-build tackling ORs as a task done with ease

potent olive
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it's a matter of several hours, yes

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OR does last 3 days though

runic dagger
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Yeah, but necessitating that amount of time compared to all other classes that can get it done in a few mins to a couple of hrs tops is a massive gap that goes outside of "doing a content fine"

potent olive
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While blood pact builds still exist, it is not of utmost importance to fix I don't think

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Don't get me wrong, I agree with you

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but you can't have GS:A without having base GS. And base GS is pretty good at Blood Pact raiding

toxic terrace
potent olive
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So you can just. Do that. While using summon based builds for other content

runic dagger
toxic terrace
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I do still agree with grim though. You'd think that if they bothered to make a celestial class focused on summon builds, it'd at least be a viable playstyle. It's not viable in raids imo, not at the endgame at least

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Then agaim, I also expected that hydrus would be a more versatile class than just a pvp and raiding class

runic dagger
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And it trips and falls way, WAY behind other classes on dungeon horde.

The way both classes are currently, they're more like fragmented pieces of the same class rather than side grades that could stand and tackle all content on their own

toxic terrace
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Hydrus stil doesnt really work in towers and dungeons

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That's what I personally dont like about the GS celestials. It feels like you're forced to play BP for raiding, but you're also forced into summon builds for towers and dungeons because BP doesnt work there

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It doesnt really feel like you have a choice in playstyle

runic dagger
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It's more "which one works" and if it doesn't, just switch to the other variant, which doesn't really fit the bill, being a side grade and all that it's supposed to be

toxic terrace
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Auriga does orn boss horde decently well, but fast clears are simply mot possible as GS. Also tried to make hydrus bard work in the beta but it sucks sadly (because no perma dc lol)

runic dagger
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And currently, just to make the variant/playstyle work for those content (Raids and ORs), you'd need to throw lots of AL just to get barely above subpar performance at best

toxic terrace
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I still feel like hydrus isn't going to be great after the buffs. It's going to be a bit better at raiding (if you charge the passive that is), it's good at pvp but I don't think it's going to be viable for anything else than raids and pvp

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I don't know if celestial classes are supposed to be viable across all content but hydrus falls short in that regard still imo. BP is not really viable in anything other than raids and pvp. Even with the passive it lacks the stats to clear horde with mage's dance, and in towers you dont have enough time to charge the passive. I feel like I've already said these things before though so I'll refrain from going further in depth

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As soon as you start doing heretic things with hydrus, like mage's dance, you start to notice how far behind it is because it doesnt have perma dc

little dust
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For towers would sac pact 2 turn 1 make you too squishy?

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Not that it would do much because you only have 2 summons, nvm

toxic terrace
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Gs normally only survives because of summons

little dust
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Though tbf it's not that easy for a Heretic or realm to charge the passive in towers

charred basalt
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if the scope of the patch is to allow the class to be more inline with others in terms of content being doable we cant complain

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we can do pretty much everything really well except horde

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its just really slow

toxic terrace
charred basalt
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but if thats not being taken into consideration then rip i guess

runic dagger
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I still disagree with that "do really well" part or even just doing stuff well when it comes to anything raidmimic

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It's just horrible😩

little dust
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But it feels slightly odd that for other things like dungeons heretic gets a passive that charges passively and requires effectively no effort

charred basalt
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well its really safe but really slow

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but its definetly doable you cant say we have any content we cant do

toxic terrace
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Meanwhile gilga has a 43s amorri clear. Faster than my glass cannon bp run and much much safer because of 200-300k ward

runic dagger
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I dunno about it being safe either; considering all the other changes in beta, not just Amorri but every WRB with CDG (or any other guaranteed hit skill) would completely throw that notion out in ORs

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And the worst part is you can't AL your way out of that

toxic terrace
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You have to actively charge it

little dust
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I'd be ok with that if it wasn't just us

#

I mean realm and beo don't have it quite as easy

runic dagger
#

Closest comparison I could think of off the top of my head is that low-tier skill that needs you to be on low health to deal more damage

#

Which has an active and passive component on a usable skill

sly eagle
# potent olive Reminder that the point of the balance patch is to make it so that all classes a...

And? RS and Beos were technically able to do content fine, just were more likely to die while being slow. And real talk, if you can't use something on a celestial class, why are you recommending that something by recommending to swap out of the celestial class and completely miss the point? Yay cool go use Ultima and BP, the pseudo heretic playstyle, while the abilities and celestial classes dedicated to making summons be the front and center are just...what? Doomed?

toxic terrace
#

I would like to know the intention behind celestial classes. Are they intended to expand on the classline as a whole, or are they meant to be standalone classes that should be able to do all content by themselves? Base GS was able to do all content because it could use both the BP and summon playstyle. So in raids, where summons might be too slow, you could use BP. In towers and dungeons where BP isn't amazing you could use summons.

However with the celestial classes this doesn't really work anymore. Auriga cant use BP so it's slow in raids. Hydrus can't really use summons so it doesn't work well in horde dungeons, and towers as GSH is a nightmare

potent olive
#

I use Auriga for everything other than pvp and raids and am fairly content with it

ionic verge
#

Not every Celestial class (nor class period) is expected to excel or perform the same in every piece of content.

#

Celestials do require owning the base class, it would be considered normal to swap between celestial classes and base classes to complete different types of content.

sly eagle
#

I don't know why this keeps tipping into Auriga. While Auriga is part of it, The bottom line factor in all of this is Rhada Pact and interactability with summons.

Swapping between OG and Auriga is not going to change the lack of multipliers that Summon focused builds have access to. Why is it that I must be forced into a pseudo heretic build when it comes to content outside of towers and gauntlets because apparently it's impossible to consider that the sheer amount of RNG, inconsistency, and fomo event items required to get a summon build to even be among the average when it comes to damage and pacing? Hell that was one of the biggest issues with Beos focusing on follower damage, was it not?

runic dagger
#

Following up on @sly eagle's statement regarding the state of the changes made (or lack thereof) to GS in beta, let me just extend the take to the bigger picture in that NOTHING, absolutely NONE of what the GS celestial variants offer makes them objectively better in the play style they specialize in compared to base GS.

On Auriga's side, it's got:
Pros:

  • 20% additive summon stat boost (so a barely noticeable boost at best)
  • a broken horse
  • "Smarter" A.I.
  • Ability to wear warrior gears
    Cons:
  • Drastically reduced Pact capabilities
  • Squishy

On Hydrus' side, it's got:
Pros:

  • Slightly increased pact capabilities
  • A budget DC with extra steps
  • Can wear thief gear
    Cons:
  • An entire level lower battalion
  • Drastically reduced summon stats
  • No Ascended Summons
  • Squishy

Base GS:
Pros:

  • Can use both variants' summons
  • Can use pacts just as effectively (if not more due to Ascended Summons that they have)
  • Enjoys Battalions 3
    Cons:
  • Can't wear warrior/thief gears
  • Squishy

Warrior/Thief gears are easily matched by what [All Classes] gears has (already tried lots of builds with the former two and the results are gimmicky at best) and with the variants' release coming hand in hand with the celestial weapons and adorns, you can easily cover the shortcomings and weaknesses of base GS, you CAN'T do the same thing as effectively on its variants.

Base GS and Auriga can gear for pact effectiveness, but the latter needs a lot more going for it to be even comparatively effective. Base GS and Hydrus can gear up for summon stats, but the latter would not have the same level of battalion (and stats for that matter) for that to actually matter. Not to mention that the work around for the variants essentially gives up the whole reasoning for variants to exist anyway, which is their play style. Base GS though? It's got, at worst, those issues mildly inconveniencing them while enjoying the best of both worlds.

#

.
The fact that the best advice to tackle the issues of the side grades is to 'switch to OG GS' speaks a lot about how the variants themselves fall short of fulfilling their intended purpose, being side grades with their play style, because as they currently are, they're more of flare picks that's a few steps behind compared to OG with nothing noteworthy in their kit to make up for that.

And on the summon-build centric play style, that issue is dialed up to eleven; speed isn't the whole issue, it's just the most obvious one that bleeds into the whole class which skews the perspective and is handwaved as the class was supposed to be "slow and safe".

One example of this where said approach should have been excelling is Other Realms, since the massive HP of the boss would logically make one of the largest stage for your play style to shine; that should've been what happens on paper but in practice? With the advent of scaled up, guaranteed hit skills, anything with those, even on lower tier, would be enough to kill the GS since not only does it have to tackle the enemy with its slow approach, it also has to deal with the longer exposure to the aforementioned enemy scaling which increases the risk of you getting hit with one of its attacks/ults; an issue that other classes, without the "safe but slow" approach, can easily coast through with their multi-million hits. At that point, you really just wonder why even make the class adhere to the "safe but slow" when it falls short on the 'safety' category.

#

.
There's also another example which will be relevant in the coming months which is events that are on the same level as Draconian Era; that is, dungeons being riddled with enemies that have 200k+ HP. At that point, when the battles take longer, you wouldn't have much options to work with in terms of speeding up the content or raising your protect chance since they can just as take down your summons and/or hit you since the battle isn't anywhere near ending due to them having large HP to take numerous heavy hits. It's a weaker example but all the same, it breaks down the notion of "safe but slow".

So really...
If "safe but slow", why not safe but slow still?

ionic verge
#

Perhaps this is becoming another thread?

runic dagger
#

Not at all actually, this is tackling the GS' tweaks (or lack thereof) since the issues it faces isn't strictly limited to just speed, which was the main reason given why all the other suggestions/feedbacks fell short

#

The only attention given to summon-build (which isn't even exclusive to said play style/variant) is the A.I. fix to Phaethon, which is only half the problem, the other half being the skill's abysmal rates

ionic verge
#

Perhaps you can edit your post so I can understand where these comments attach to the current beta changes for summoner - they seem a little more structured as general comments about your feeling of the classes in general, hence it seeming like a different conversation to the current beta changes.

runic dagger
#

Changed the heading since it initially seemed disconnected, thanks!

charred basalt
#

yeah this wasnt a beta changes post

#

i agree with all the stuff but this is #1101026806489939968 or something

#

we barely got touched this beta

#

so i assume odie doesnt want to shake things up with summoner yet

toxic terrace
#

We've already given our thoughts on the changes in this thread, but I guess it got lost in all the messages. The main things were:

  • Despite the AI buffs, phaethon is still not great because eos blessing itself has very low proc rates (25% per single up and 4% per double up iirc). It often takes too long to get something meaningful from it so it doesn't really seem to be better than just using an additional dps summon. Suppose you have 4 hydras and 1 phaethon. Since phaethon itself doesnt really do damage, you need to get on average a 25% damage buff on all 4 hydras combined to match the dps of 5 unbuffed hydras , due to the low eos blessing rate and mixed atk/mag nature of some summons like hydra, you're rarely getting that. Phaethon only seems to be worth it for arisen morrigan or other very long raids where the additional setup time might be worth it.
  • GSH passive doesn't really feel like a passive at all. If you use ancient dragon and hydras they'll rarely ever die naturally unless you're fighting arisen morrigan. Instead, you have to actively summon low health summons (summon dead) in order to charge the 'passive' which doesn't really make it passive imo. The summon dead strategy is also anti-synergetic with blood pact raiding since it clutters the field with skeletons that you can't get rid of easily without also killing your high health summons that you need for blood pact.
charred basalt
#

GSH passive needing setup and you actively killing your summons is cool imo, but it just doesnt feel worth it

#

this is mainly because we have a 1000 turn setup with beefy summons taking 4 turns to cast

#

not mainly, thats literally the only issue

#

i cant think of a way to make the passive feel more satisfying to charge without odie adding new skills

#

be it summons or pacts

#

but i dont think we are a priority rn so i guess we will have to wait

runic dagger
#

It doesn't help that at surface level, speed appears to be the main issue when it's really just the tip of the iceberg

charred basalt
#

Yes but nf wants feedback on the current changes, not suggesting new ones

vale chasm
#

(⁠ノ⁠^⁠_⁠^⁠)⁠ノGrandSummoner \⁠(゚⁠ー゚⁠\⁠)
Maybe the percentages on Blessing of EOS could be upped a little bit, but all I really play is GSA/Bene in all content now and I'm not even max level to have everything yet.

sly eagle
# charred basalt Yes but nf wants feedback on the current changes, not suggesting new ones

Feedback on current changes, okay.

  • Current Battalions nerf will change nothing due to how high chances of it activating can be when geared toward it. It's still going to be one of the best options for GS by a large margin and the majority will still complain about it
  • BP's damage was indeed an issue, but the biggest issue was it's ability to pretty much ignore defenses. Despite how it misses, there's still no real counter play to this aside from rng, Orna's favorite thing.
  • Current changes do not address long standing issues about the class that have plagued it since day 1. Current slow pacing is unrewarding. Lack of interactivity. Also still requires an immense amount of event gear to even help mitigate some issues.
river marsh
# sly eagle Feedback on current changes, okay. - Current Battalions nerf will change nothin...

I agree with your assessment, and also feel that the battalions nerf is likely insufficient, going to have to see how it play out, and hopefully makes a difference.

I'm more concerned about the summons to be honest. Like OG ss3, which was nerfed, summons ignore def/res. It makes 0 sense to me that a 0 asc GS can shred asc 100+ players with their summons. That seems not right. I'm hopeful adjust them to factor in def/res is on the table if battalions block reduction turns out to be insufficient.

vale chasm
#

I don't think Summons ignore defenses, it's the stats of the summoned monsters being inflated to such high levels that they are overshadowing said defenses.

After you add up all the summon buffs, if you put each % in terms of an AL level, suddenly you're facing a 200+ AL Arcane Troll.

runic dagger
#

A what...?

vale chasm
#

I picked the troll because that's the first one that came to mind but seriously. The base Arcane Troll is lv 225-250
You take it's stats and boost it by 200% or more GSA, Benefactor, Charon's staves etc, +Ascended summons it has crazy stats after that.

#

Each "summon stats" boost is essentially 1%, the same as AL. Therefore the "200+ AL Troll" comment.

#

Monsters in towers and Endless Dungeons scale with each floor, just like they're getting a hidden AL each floor.

#

I could be wrong in my calculations, and please someone check me if I am.
So here is my lv232 summoned Troll vs 233 regular Troll. Just looking at the HP, that is a 546% difference.

sly eagle
potent olive
vale chasm
#

40% from my Charon's Staff full of Goats eyes.

#

@potent olive

#

548.5% that's rather close.

#

That's scary close actually...

#

Hmmm it should be slightly higher because I'm AL12.

river marsh
#

I know of 100+ asc, with more than 12k def and still, into the shredder they go

vale chasm
potent olive
#

Oh

#

You're AL12

#

Could've sworn I had seen 13

#

Re-updated

vale chasm
#

Wow that's almost exactly with my initial calculation.

potent olive
#

It'd be the same if the trolls were the same level

vale chasm
#

Well maybe in a future balance update, if the summons are taken another look at and are found to be overpowered in PvP situations, maybe it's the base stats of the monster that would need to be separated into a PVP version of that summon skill.

#

In my experience as a Summoner I PVP the least out of all the modes of play that we have available, I cannot talk from personal experience of defeating high AL players.

#

But based on the math of how summons are boosted, players are facing some truly powerful beasts.

swift crag
burnt crag
#

If they nerf Summons More they should atleast add scaling and a viable way To buff them 🙂

charred basalt
#

wdym nerf summons more

#

i dont think they got nerfed

burnt crag
#

Their Stats was nerfed In pvp and batallions were nerfed

#

So i do call it a nerf

charred basalt
#

oh for pvp yeah but that is extremely well deserved

#

also pvp and pve now have different balancing

burnt crag
#

Also buff To direct Hit skills Is a nerf To summoners

charred basalt
#

so a nerf in pvp shouldnt mean a buff in pve

open shoal
#

The summon pvp damage nerf is still in beta right?

charred basalt
#

ah you mean

#

the perfect shot

burnt crag
#

Ignores battallions

open shoal
#

free floor 1000 endless and they still want more pve damage lmao

charred basalt
#

i am one of them and i can confirm we need mroe pve damage, endless isnt the whole picture

#

raids and horde suck ass

burnt crag
#

Yea

runic dagger
open shoal
#

lol

charred basalt
#

endless is broken because snapshotting is a broken mechanic and you cant use it in any other content

runic dagger
#

No other mode in the game allows you to switch in and out of the battle with different specs/gears and retain that for the rest of the journey

charred basalt
#

and it just so happens that when you have a full party to stack every buff in the game on its really op

burnt crag
#

If endless was made so that you cannot leave it would be differend

open shoal
#

I got a al41 gs alt so I know what its capable of

toxic terrace
open shoal
#

Do you want gs to dominate every single game mode?

burnt crag
#

No

runic dagger
toxic terrace
#

I wont deny that GS endless is crazy

burnt crag
#

I want it To be viable

toxic terrace
#

but seriously, give summon build raiding a try

#

it's worse than pet raiding lol

open shoal
#

I did, works well for low hp raids not too bad

#

but takes ages on big raids

runic dagger
open shoal
#

I did

burnt crag
#

And you still think its ok

open shoal
#

I might have some vids, it was like 500k-1m a turn, so slow compared to BP and Ultima yeah definitely

runic dagger
#

1hr and 30+ mins on Morri OR smh

burnt crag
#

And then amorri uses the perfect Hit and you dead

open shoal
#

Oh and the asc 100 12k def/res thing stated earlier was my alt killing my main in 2 turns with 2 summons with 12k res/def

#

But thats in live

runic dagger
#

That's on PvP though, no? With the split balancing, might as well treat PvP GS as a different entity altogether

charred basalt
#

i dont want summoner to dominate every gamemode, the only thing i really want is some gear to strive to get

#

i believe that kinda used to be an issue with pet builds before too

#

rn i dont think i can get any gear that increases my summons offensive capability in any meaningful way

#

but thats just my 2 cents, this isnt beta related to be fair

open shoal
#

GS dominates, maybe a more relaxing raiding build isnt that bad?

charred basalt
#

we already voiced our thoughts on the beta changes

open shoal
#

Summons faster than beo lol

burnt crag
#

Um no

open shoal
#

Not that that matters

#

Oh well 😄 have fun guys

runic dagger
burnt crag
#

When the beo rework hits live Summon builds go down

charred basalt
#

these discussions are so pointless guys

burnt crag
#

Pointless Or nah its still discussion

charred basalt
#

i feel like the same 5 points are being repeated literally ever since gs got released

#

okay that just a dumb statement

burnt crag
#

It is In fact

#

But if the 5 points are always being talked about. Doesn't it say anything about the state of gs

charred basalt
#

yes it does we all know its broken

#

complaining wont fix it though, and we have given enough feedback

runic dagger
#

Gonna turn it back to stay on topic with this

On GSA's side of things;

Please increase the rates on Phaethon, it spamming buffs isn't enough to make it worth being a celestial skill still

And a small tweak but please make the Auriga's AI passive extend to Jinn. As it is, it's still using immuned moves on already codexed enemies

burnt crag
#

If patheon had better rates. It would fix few things

vale chasm
#

How would we want to balance this skill? Lower the su to 20%s and bump the du to 6%s ?

runic dagger
#

Imo 100% on the single ups is the bare minimum to make Phaethon's state (being a T10's celestial summon and all) actually justified

vale chasm
#

Just keep in mind that the monster version will get the same buff.

#

Because summons are literally just summoning the codex enemy. So Titan Eos would be also getting a buff, which could unbalance that Boss fight in Towers.

runic dagger
vale chasm
#

Well as far as I'm aware, currently you can't encounter an Ancient Dragon anywhere in PvE yet.
But if you could it would have the same exact skill set the summon has, because that's the dev design that they chose. I guess it could even go into the Elysian Summoner lore if more of that was available in-game but only time can reveal that.

#

That skill set difference is what separates Followers from Summons. Followers are designed with similar skills to their base monster with some tweaks and additions that they might not naturally have, but summons ARE the base monster.

charred basalt
#

thats true

#

which should take priority though

#

monsters being balanced around them being enemies, or summons?

#

i think in the case of eos it should be balanaced around the player summon for sure

heady current
vale chasm
#

This is on live, did beta change?

toxic terrace
#

The pet has a different skillset than the monster is what he meant

vale chasm
#

Yes, followers and summons skill sets are not exactly the same by design.

heady current
#

no, i was referring to the summon

#

i thought chimera doesnt have one of the miasma skills

#

but i was wrong

#

btw, did you notice that you get the pet back when you switch from a summoner class?

vale chasm
#

You bring up a good point though, when did they add Miasma II to the chimera?

toxic terrace
#

Really nice to swap to heretic when I'm on the move

nimble shard
#

Nerf BP M1

vale chasm
#

Didn't they already lower it in this beta?

nimble shard
#

Not realy

#

Still a lot more than Ultima II

#

Looks like infinie

#

Like before

vale chasm
#

Well, if it continues to be an issue they'll look at it again. I don't use the skill anyway lol

nimble shard
#

@toxic terrace

charred basalt
#

its probably bugged

#

it supposed to have an m1 of 3 now in pvp stated in the patch notes

#

but in practice it doesnt

nimble shard
charred basalt
#

post it in the beta bug reports

toxic terrace
#

Dont have time rn

weary galleon
#

Remove the M1 of summons, make player stats matter

nimble shard
sly eagle
#

Remove one shot meta

#

Pretty sure summoner will balance out once that's done

weary galleon
runic dagger
swift crag
#

The main problem is the 130% summon stats out of the bat from benefactor imo, instead of that a passive that works like the maji one could work better like " as your mana diminish your summon spells/skills are gonna be stronger " that way you get:

  • summons stat aren't going to be higher, especially hp
  • in pvp you start at full mana, preventing excessive strength at start
#

It would also be a nerf to gs endless btw

toxic terrace
#

I think it's the defensive side that needs to be nerfed

#

If a heretic, beo or whatever can oneshot me on defense if I dont get the oneshot, why shouldnt GS be able to do that too? It's just that protect chance makes it too hard to get the oneshot on GS

swift crag
#

This would also nerf defensive side since summons would have way less hp/def/res

toxic terrace
#

Your suggestion would make summon raiding builds even worse though

#

You can maybe precharge that for world raids but that obviously wouldnt work for kingdom raids

swift crag
#

Something always gets in the way

runic dagger
# swift crag The main problem is the 130% summon stats out of the bat from benefactor imo, in...

Nahh, I don't think this is it; you'd be set back way more considerably than other classes with similar passive since if your summons get killed, not only would you have to deal with reduced defenses and offense, but you'd leave yourself a lot more vulnerable since you'd have allot 1 turn more for pots, summon on top of that, and then deplete your mana again for the summons to gain their strengths back and make the passive worth it, not to mention being unable to use DC + RS2 + Rhada reliably; alternatively, you could use amities but that'd kill build variety (unless you're lucky with amities or something)

#

Something that'd complement the main play style but also unique to the class similar to how RS dealt with their issues and how Beos got their buffs would be more like it

supple fable
#

still, it's a fact that benefactor makes summon stat% gear even more irrelevant.

burnt crag
#

Imo they should rework the "Summon stat" itself maybe remove the stat increase and swap it with easier buffing?

#

Giving the Summons spesific roles? Like golems should be the tanky guys Who takes the hits

regal glacier
#

The lower hp on sum is okay, but the issue I feel should be addressed is 100k summon hp.

I understand why it's like that, bc BP casting depends on sum hp.

But like make the summons super weak in terms of def, or lower hp and change BP scaling to accommodate for lower summon hp

Now that summoner is easily targetable this opinion might change.

Kay now to leave thread, good luck with yalls balance

runic dagger
regal glacier
#

I mean yea, if single target pets could target the actualy summoner. This is why some of us beos want a mark skill

runic dagger
#

Feels more like it's a matter of follower AI than summoner needing nerfs on that end though

regal glacier
#

[PvE/PvP] When under an AI bonus, followers will now prioritize dealing damage when opponent HP is low
Who'll have less HP: GS or his Hydra?

#

My opion changed

#

This good ai balance

#

No longer opinionated from previous statement

#

Also odie praise

toxic terrace
#

4000 iq GS mains using glashtyn with less hp than them:

sly eagle
#

Pretty much

#

Just max out battalions again because lol apparently 70~% instead of 95~% chance of procing it is balanced

swift crag
#

They could hard cap it at 50% for PvP

#

25% base + 13% chestplate + 2% per augments (12% with a 2h)

uneven anvil
#

Its about followers

#

Not summons

#

Sadly

night osprey
swift crag
#

Those are at 50% for first procc iirc

nimble shard
#

No infinite M1 anymore

deft frigate
charred basalt
#

Now let's see if the community stops hating

deft frigate
# charred basalt Now let's see if the community stops hating

nah, BP is a concern for GS attackers.

non-GS players never interact with it really outside of live pvp -- ultimately they'll see that summons still have the same HP and protect% is an invisible value. It's possible that it won't be super clear that things have even changed that much from a non-GS perspective.

toxic terrace
#

Funnily enough, the people that used GS to fight GS in wars might struggle a lot more with that strat

#

If you dont have a cele weapon and GSH your bp hits like a wet noodle

charred basalt
#

BP is a concern for high level people that lose to low level GS cause they don't care about defenses, no?

heady current
#

ah yes, that must be the reason

deft frigate
toxic terrace
#

so we did some testing. Turns out GSH passive somehow grants less of an increase for blood pact the more al you have. @swift crag got 1.87x more damage with 17 al, I got about 1.74x damage at al38. @wraith fable 1.78x with 31 al, and at 0al it was 2x for akabane. For me it also was around 1.74x with ara vesta and for grampasso it was 1.78 with viperseal 2. Not sure if the weirdness is BP specific then

#

seems like the more ascension levels you have the less benefit you get from the passive

potent olive
toxic terrace
#

no

#

we are all GSh

potent olive
#

Yeah but the 1.87x damage increase

#

is compared to what

toxic terrace
#

no passive and with passive

potent olive
#

aah

toxic terrace
#

I have no idea what's going on

potent olive
#

those numbers make it feel like the passive is additive

#

which is odd

toxic terrace
#

but then shouldn't I be seeing more benefit from it?

#

me and grampasso had exactly the same summon hp (ancient dragon+anubis, no stat gear), and I had more magic than him

#

but he's getting more benefit

#

I thought it'd just be a multiplier to your mag stat

potent olive
#

it could very likely be doing something like

#

a 100% increase to your base, unascended stats

toxic terrace
#

but that's the weird thing

#

if I use a shield, I still get hte same 74% ish

#

even though my gear magic is less in comparison

potent olive
#

that's not that weird, that's how it'd work if it were grabbing your base

#

ascensions take gear into account, after all

#

so could it be that it is working like

toxic terrace
#

why would it work like that though?

#

it would be the only passive that doesnt take ascensions into account

#

iirc

potent olive
#

1000 base mag + passive (1000 mag) = 2000 total mag at AL0

1000 base mag x 1.31 = 1310 + 1000 mag = 2130 total mag at AL31

toxic terrace
#

so GSH gets less and less benefit from ascension levels while base GS gets more and more. That just doesnt seem right

potent olive
#

you mentioned a 1.78x modifier at AL31

#

1310 x 1.78 = 2332

#

that doesn't add up, so there's something less straight forward going on

#

but it is likely unintended

toxic terrace
#

when you tested the passive, was that on 0 al or your mirror?

#

because not long after that, it was 1.74x when I tested it

#

so there must have been a change along the way

#

when you tested it it was 2x stats iirc

potent olive
#

I do not remember

toxic terrace
#

there's also the fact that BP is a complete enigma lol

#

I think Fux showed that summon hp gets more or less added to your magic before being multiplied with the M1. But then, shouldnt we be seeing a larger increase of BP damage at higher AL with a charged passive? Since the summon hp portion gets smaller in comparison to magic

#

we always thought summon hp got multiplied but iirc fux disproved that

#

the simplest explanation is just that the passive only takes your unascended stats I guess

#

but for non-BP skills it does seem to be aronud 1.75x

#

unless grampasso's numbers were way off but I dont think so

#

I just dont know if it's intended or not

#

not even sure if Odie is aware of this thread

#

Only base stats + gear scale theory: Doesnt seem to be the case because Grampasso and me were getting very similar numbers for the passive for non-BP spells (al17 vs 38)

Only base stats theory: Doesnt seem to be the case because my passive increase is exactly the same if I use a shield instead of a second staff.

Base stats + gear including AL theory: Doesnt seem to be the case because at higher al we see less of an increase, which doesnt make sense because the summon hp portion of the calculation remains constant (no ascendant summons)

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seems like BP specific jank

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base stats + gear including AL is the most likely though since that is what seems to be happening with non-BP spells. Grampasso and I both got around 1.75x more damage when using non-BP spells

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so there must be something weird going on with BP that I cant explain

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should I just post it in beta bug reports lol

swift crag
uneven anvil
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Hmmm

charred basalt
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Way way faster with Ultima without charging passive though, wouldn't it?

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But yeah that's pretty cool

toxic terrace
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is that even faster than bp?

uneven anvil
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It isn't as fast as i thought

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But its cool

rare rover
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Soooo, as a T11 RS vs GS in arena, 1 pet protect in 20 attacks. I realize that the reduction in protect was intended but this is a tad too much perhaps?

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And I just Sortied a GS for 0 damage (no protect) and then sortied again for 30k... this sounds like a bug

night osprey
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in T11, summoner was already underperforming.