#Summon raiding builds and their viability at the endgame
1 messages · Page 2 of 1
idk if you ever used the phaethon summon but it takes a while before it starts buffing your summons
for deep yes
it also does other stuff
thats only endless, and summoner is so incredibly broken in endless already im pretty sure it needs some more major adjustments for that
maybe just change how endless works or something idk
wym deep
deep endles
oh
there you need extrabuffs..
the issue with GS summons is that you cant easily get permanent buffs onto them, other than using the charmer spec
one does not simply give attack up or magic up to a hydra in a raid
yeah in endless you spec swap 20 times to get all buffs
in endless it takes like 100-200 floors to buff the summons
yep, i tryied last night
yeah, the buffing process might be worse for gs, when you like/need endless its worth i think
Bullshit. Assuming no smelly mushroom, as an heretic I failed plenty of amoris with fast kill set up. Yes, I can win in 3min but one well timed great plague and I'm gone.
I can fix this of course, switch to 1 hand/2 handed weapon with high ward and then I never die but take 5-8min to kill it. You know, like summoner in OP complain...
If I'd do it safe as GS it'd probably take me 9-10 minutes
The 7 minute run was not safe at all
Thats just the fastest possible time I can get, so a speedrun more or less
Thats with 40 ascensions as well
I'm ready for the video where someone spends 15 seconds buffing and then falls asleep spamming defend for 20minutes and gets kill

i dont think making silly statements is a solution...
but yeah, gs with summons is slow, beo with pet is slow, maybe not that slow, but beo without pet-playing is fast, gs without summon-playing is fast
I just think the amount of speed you sacrifice in order to gain that safety is too much
Of course it doesnt need to be a fast raiding method
Bp GS is extremely unsafe. So with GS you have to choose between a fast but extremely risky raiding method or a safer but extremely slow build. Both just don't feel good at all imo
Also something that as not been directly adressed. Gs can use ultima safely (for now) with 5 summons to protect him and give a small damagr boost. Achieving a middle ground between heretic speed and safety.
They can also go mage dance in hordes although less effectivelly.
So if summons get raid boosted (which I'm not inherently against) eventually gs will be truly flawless in all game modes.
Should you not trade off some defensive capabilities if you want to raid faster with summoner. I mean, the concept of blood pact was this, trade your summons health and eventually life for damage.
Gs definitely cant use mages dance
Gs mage dance tops out at like 40k with triple mag lol
No dc
I would choose heretic even if I had 100 more AL in gs
I dont think anyone is asking for big buffs for summon raiding
GS will never compete with classes like gilga and realm for raiding
but it doesnt need to tbf
I agree about the ultima thing but that will be gone soon
I tried it in beta and it just doesnt work anymore
I think if phaethon had better buff rates the problem would mostly be solved. That'd mean it would still take some time before the summons have the buffs and start doing more damage, but in longer raids that would definitely improve the situation
You are right about mage dance. Just tried, doesn't work. Forgot about the lack of phoenix 😜
I hate drama so before I weigh in let me make something clear - I do NOT play summoner and I do NOT have all the knowledge about summoner let alone other classes. That being said I feel like the sentiment towards summoners is a negative one and I am starting to catch on fire after standing around it for too long. For the ones with short attention span I will get my tldr out right away - I personally believe that you should not be asking for the problem to be remedied but rather for NF to extend their data with additional metrics that include time taken (for dungeons, raids and towers at least) as this is a major indicator of class viability and performance. With this data in hand you can avoid the shit-flinging and fingerpointing which is 80% of this thread as well as many others (not limited to summoner). If I was NF in addition to the average speed I would look at the distribution of the time taken per class (and maybe do this by AL ranges if needed). This would dispell pointless arguments and personal FEELINGS from people that do not have equal experience with all classes being compared (myslef very much included.) I will also try to refrain for engaging in discussion to my points. I am not trying to change your mind just offering a different perspective.
Now for people that actually want to hear some of my FEELINGS and opinions:
- I feel like using claims that are simply not true is a bad way to go about arguing for anything provided you have other points that hold water - Not all classes can do amorri within 1-2 min as stated here multiple times. Looking at HoF 1/2 of the classes do not achieve this asusming GS uses summon build. If GS is allowed to use BP then it falls on the "good side" of the raid performance trench.
G H R B GS D
1:17 0:49 0:59 4:38 1:10 3:41
One can argue that with all the buffs/nerfs the current HoF is no longer valid but please bear in mind that changes affect other classes and the outliers are getting nerfed (ultima for one). See point 3 for followup
- From my understanding orna tries, or at least tried, to push you to use the right tool for the job (I understand tha AL discussion here) meaning "If you want good perfromance of summonner for raids use BP". With that in mind one could argue that summoner class identity is not as clear cut as the rest (pacts and summons) but celestial classes aim to solve this issue which I very much velcome. It was also stated that the celestial classes share ALs with its base with the intention to provide flexibility of the class for different types of content. It appears to me that arguing for 1 of the identities should outperform the other in all aspects of the play renders the tower content useless as what we get is a direct upgrade only. (I am leaning towards the intention of NF as stated by them NOT the current state of the game where some classes have only 1 option since NF hold all the power to make changes to comply with their vision making it much more important than the state right now). As a personal anecdote - I main diety and I do switch between ultima builds for raiding, busted I know, and 2fencer/bard builds for dungeons. I understand that 1 build, be it atk/mage, is not meant to be the be-all end-all for all activities. I see a similarity with pact/summon paths for GS here. (I am not talking about the overall atk vs mag discrepancy here and stating this is meant to keep that can of worms sealed)
- Making changes so that we adhere to an outlier is a bad idea. From the data in point 1, and the sentiment of this thread, I can understand the frustration of GS players when compared to gilga. However, from my point of view gilga is the outlier which should be brought more in line with other tankier classes rather than asking for it to be the norm. If it was made the norm other classes, including my own, can start asking for future buffs, since they will start to feel as being comparatively worse. This is a slippery slope that in the end completely removes all challenge from the game making it even more boring and resulting in its death (yes very hyperbolical doomsday scenario).
To end on a neutral note - I believe more data gives more legitimacy to your claims. This will take more time but if it ends up showing that one of the classes of the same category is much stronger than the rest and the other is much weaker, being tanky category and gilga and GS here respectively, I will be very much in favor of GS buffs and gilga nerfs. I also strongly believe that if such a thing comes to light and NF understands it from the data they gathered THEY will be in favor of this as well which is infinitely more important than the opinions of the underinformed the vocal minority of players on discord. If what you claim is indeed a real issue then asking for more statistics is beneficial first and foremost for YOU.
With regards to the negative sentiment towards summoners (note that this is only my personal opinion) - I feel like this is caused by the most vocal people in this discord being summoners. Be it as it may, if you see class you believe to be overpowered asking for buffs for themselves AND asking for nerfs of other classes will antagonize them. How wold you feel as a worker putting in the same hours as your manager, who you believe to be overpaid, when he starts asking the board for more time off and a better salary and an additional bonus while also advocating for your working hours to be extended as you do not meet the deadlines whilst not getting paid for the extra hours bringing your hourly wage down. This is the closest analogy I found for the sentiment. Now how would you fell if the manager asked the board to create metrics for the business value for time worked for ALL employees (including himself) that he doesn't have any control over. If you believed in those metrics being objective and saw that your manager is actually doing a lot of work meaning that his salary should be boosted you would understand that it is deserved - or that might just be me.
There will always be people who will say "Screw your class and make my class go godmode brrrrrrr" but those are not the ones who will be considered seriously by anyone making decisions as they have nothing to offer. Since this is the very end and only people who have interest in seeing others point of view will likely reach this point I will throw in some credentials - I have been a SW dev for ~ 10 years, have worked on game balancing as well and dabbled in datascience including research. I am not saying this to sway opinions or say that I am smarter or my opinion should be taken with more weight than others. I am intentionally adding it at the end to avoid this and just to show where I am coming from.
Happy reading everyone 🙂
Nicely written mate
I think NF have stated that speed is one of the metrics they will take into consideration in a future patch. I hope these metrics will also include some kind of separation between early T10 and T11 endgame players. I do believe summon builds are too strong at early T10 while they underperform at the endgame (hence the endgame keyword in the title of this thread).
I don't think using HoF times makes for a good comparison, since that shows the runs under ideal circumstances. It takes much more RNG to get a blood pact run right than a run with any other class since you have to deal with riftlock rng, batallions rng, quickcast rng and doublecast rng. The average time taken would make for a better comparison imo, but I guess only NF can provide those metrics
I don't really get where the "summoners want other classes nerfed" is coming from
We want summon-based-gameplay adjusted
Nerfed where needed
And buffed where needed
exactly. I'm not asking for buffs only. I, and most GS mains I know, are fine with nerfs as well where needed. We just want a more balanced experienced overall
I guess this is because the phoenix thread was made by a GS/beo main (Fuximus), and John Egbert and Hellmo have also made threads about nerfing things such as endless snapshotting. It's not necessarily to nerf other classes, just because they presumably want a more balanced game overall. which also includes nerfing some GS things.
This. I also think it’s another problem. I actually agree. Gilga’s damage output is massive and has always been. Even though it has one of the best defenses in the game. However, one problem. Odie has never said that Gilga isn’t a DPS class. Sooo…idk what can happen with that
I think that post was a bit strongly worded. Neither side feels like they’re shit-flinging. And we don’t have the statistics required to talk about them. Soooo, we can only talk about the actual in game experience. The fact that we don’t have the data, doesn’t mean the topic can’t be talked about. It would be really nice to have the data though.
I feel most of the aggression is more so because of people just being tired. Not so much as buffs and nerfs. But I only speak for myself. Some people prolly feel like the other side IS attacking or just wanting their class to be miles better than anything else. 🙄
Just want to respond to 2 things from the long reply above (great read btw):
From my understanding orna tries, or at least tried, to push you to use the right tool for the job
This is true... until you realize that GS has very limited build flexibility due to how glass cannon it is and lack of good items that aren't locked behind events. This is the main problem... everyone in this thread can try and ignore this point and shift the goal posts but this is why summoner is hard to balance right. You can't nerf it more because it will die more frequently. You can't buff it because it will outperform other classes.
I also said this way above in the thread that GS as it stands now (and even more so after the upcoming nerfs) is a glass cannon class that is not being rewarded. Generally, Tanky classes deal less damage but are much safer and the more fragile ones (aka Glass Cannons) have high dmg output. A summon build with DC and pacts with all the setup required to get there and the vulnerable turns a GS spends praying to RNG is not being rewarded accordingly.
Also consider (and yes, I am repeating this point) this: If another class can burn through 10 summon scrolls in around 30 minutes while a GS needs to spend around 10 minutes each... the other class just gained ~5bn XP (and other rewards) while GS only ~1.5bn. Again, GS, for how glass cannon it is, is NOT being rewarded accordingly and is at a disadvantage.
Another point: if summoner nerfs result in more frequent deaths by RNG, it will lead to frustrated players. Good game design is giving players agency. Summoner lacks that because every little bit about this class is RNG.
The other thing is about your point regarding more data: yes, more data is definitely needed. NF was very transparent about what they published earlier but I think they can do more and give us more data. But also keep in mind that this discord server is the minority of players. If your numbers tell you a class is outperforming but the players (outside of this discord and who probably don't know it exists) feel otherwise (keyword is "feel" because in video games, that is very important) then what's the point? You will ruin their experience more.
Haven’t used GS much for raiding but it is 100% “Orna easy mode” for everything else PvE and PVP. I have a bare bones build for PvP. No amity. No pacts. Just summon stat focused. It wrecks some top PvP players with ease (not trying to be a brag) Same thing for PvE no pacts no amity. Just let the OP summons do all the work. Don’t really have an idea on how to make changes to it but that’s just my little input as someone that went from using realmshifter for everything to mostly using it for raiding now. T11 player here.
It seems like I missed a lot here but I'm guessing the tl;dr of the arguments against it is that at least we can complete the content. And then the tl;dr on the arguments for it is that everyone else can do it super quick if they spec for it, why can't GSA?
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The complaints from me personally is factoring in the whole failing a run. I don't raid amorri for the simple reason of it takes too much time. Am I a spoiled brat about it? Sure. Call me that, it's cool. The problem I personally have is that there's a difference between being the bottom of the average by a small margain and by a massive margin. I want to be somewhere between that. I'm not asking to have high damage. I'm asking for moderate damage where I don't have to fight the dice just to break over 1mill damage a turn. If you read the pin, I have a post in there that details a full offensive build's capability. That means less ward, hp, defense, and fully reliant on rng temp buff duration I cannot influence on my summons. That is glass cannon. Why is my rng glass cannon the equivalent of everyone else's playing it safe? That is the problem
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Summoner's "Easy Mode": Agreed PvP wise, and real talk I wish Battalions came at a cost. In PvE we're able to both ward up and set our passive to a 90+% trigger rate. It's like second chance on roids. I wish when battalions proced, we took a portion of the damage or something along those lines. Is battalions our only life line? Yeah, but we have ward builds now. You wanna live? Ward up or shut up. I've been preaching this for a while.
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Summon Stat %: I honestly felt for a long while that turn 1 summon stats were fine. But after some long ass pvp testing I'm now in disagreement. Too much % from Benefactor. I'd argue that benefactor should give something other than summon %. Maybe some certain group summon buffs for mag/atk 1&2. That way this: A) Tones down the pvp damage and defense. B) Adds multipliers that Rhada Summoners desperately need.
You have a bare bones build for PVP because without spamming summons you die very very quickly against other classes. Pact setup in PVP means certain death for GS. No amity because 99% of those are mostly not applicable to GS.
Another thing to point out that PVP AI is not great. So many times I (GS) take out other GS areas simply because their AI is there spamming Mighty Griffin (3 turn summon) instead of warding up or using Stun/Sleep darts etc... I lose areas for probably the same reason too (even though I have it setup to prefer warding). I am yet to see a PVP AI use a sleep/stun dart or any other ability to paralyze me to prevent me from summoning. So maybe PVP issue is the AI? (not denying that GS is hard to play against in PVP but just pointing out the AI issues).
He’s talking about offense
He’s using GS on offense
yeah, the second part of what I said is just a supplementary point but it shows an additional flaw in PVP. In offense, the viable way to survive the encounter and then win it is to ward up (ward of ortanite is good) then spam summons to increase chance of attack blocking.
buff GS in PVE (endless, etc), i dont mind. just not in PVP. i dont wanna keep losing to GS players 30 Asc under me
lmao endless buffs
Gods no not more endless buffs
u gonna need 300 floors to get all of them now
hahahah
i present to u the AG with over 9000 buffs

when the class can reach floor 750 in full farming gear and floor 900+ in full, besides 1 piece, farming gear
with 30 AL
it should be nuked from orbit with nerfs, not buffed
nah, i mean every class has their specialty
Snapshotting is why lol
gs is good at endless
gs is THE BEST at quite a lot of things
gs just takes a lot of time
im waiting for a raid summon. like a skill that lets me summon 20% of a raid boss if i kill it X number of times
ex. kill fomor 500 times and u can summon it in a spell
I'd rather that be the follower system
sure if i can use amorri as a follower
summon a follower?
that'll be cool
In offense? No. No need for ward. In offense you just summon and win
yes, yes it does. And a point I made is that this disadvantages GS massively. I said this earlier:
Also consider (and yes, I am repeating this point) this: If another class can burn through 10 summon scrolls in around 30 minutes while a GS needs to spend around 10 minutes each... the other class just gained ~5bn XP (and other rewards) while GS only ~1.5bn. Again, GS, for how glass cannon it is, is NOT being rewarded accordingly and is at a disadvantage.
and broken beyond believe - followers spamming raid ults would not be fun for anybody
A Morri as follower 😂
i mean u'd have to kill it like 5k times
Oh hell yeah 🤣🤣
put in the work --> results
Why not? Beo Auriga can finally do damage. 
does GS even need to be a glass cannon if you build it to be tanky
you know, like every other class
I want to build glass cannon and see the payoff
GS needs good gear to be tanky
Nah
like every class lmao
gilga with bad items is also not tanky
It is the identity of the class. Low HP and Def/Res stats.. for no reward 😅
1,106 messages. Y’all need to shut up 🤣 JFC
idk, same point as before, buffs for PVE im good with, just dont lemee see that in PVP
i dont wanna fight amorri summons in wars lol
It’s close to Phoenix record right?
Make me. 
i have seen more 8k hp 10k ward GS clearing f50 towers than i have seen 20k EHP other classes
Oh. Wait. No. Ascension has 1.9k. Yeah. Keep talking
Lol
ok how? I have 8k HP and 41K ward and there are floors I barely make it out of alive. Many times I died to the arcane trolls because of lame RNG
We need to get GS nerfed, not ascensions reversed. Let’s gooooo
isnt that a pay off? being able to do content way undergeared? that obviously doesnt feel good for class "mains" its the same reason i severely argued that pet based beo need a way to make them better offensively due to gear
tbf arcane trolls are strong. i get deleted by them even with a deity AL 44
half the valhallan beta thread might be me saying that
Do you use BOGs?
We got a lot more discussion to do
Good 
you are discussion to make a strong class stronger, we are trying to make a really bad class into something competitive class in that thread
ok fair point. then why is everyone arguing for nerfing GS on top of this? So if the nay sayers get their way, GS will have no good gear and will be nerfed... that is not a fair deal
GS needs a redesign overall
Do. You. Use. BOGs?👀
people are asking for GS nerfs in endless as they ultra out perform every other class and for pvp as they outperform every other class
The worst of it is too strong and the best of it is too weak
sometimes. I mostly avoid it when going into fights with Carman and the gargoyles and similar bosses
in pvp yes, but why not let them farm endless?
Ymir and BOGs for towers. You’ll die a lot less
i've personally ascended GS as well to do well in endless
900+ floors in farming gear shoudl really not be a thing
no matter how long you spend for setup
we need to unite against monsters, not against each other
That’s why. It will mess up AL race
the Unfelled!
But…tbh…in the end it will just be used by everyone to get massive gains
Do you mean Band of Gods? I don't have a good ymir but an Ornate Fallen shield with 190%+ ward
yup 100% just like how RS used to be best for endless
Yes. Sorry. Band of gods on towers.
now it's GS, no biggie
that's the reward though, isn't it?
Meh. Idk. Power creep is…getting a bit too much no?
To double the floor average just like that?
separate talk but i agree power creep bad. it's affecting my territory defense
got newbie t10s taking my territories
Idk. I do agree that pvp is much more offensive than endless. I’ll admit that.
Pfft. No t9s? Lucky
XD u have to bother with t9s cuz u literally own entire countries
they're fighting for their homes
💀 they’re renting
Summon Mara 
It could very well be an issue with AI when you character is on the defensive. ngl I took plenty of areas recently and a lot of it was the dumb AI giving me easy wins... specially against other GS
You think I have problems with my AI? 🥺
And that’s why I lose areas to GS?
We should look into it too before we just assume it is because GS is broken, no? Either way, I still lose areas to Hera and RS. If GS is so broken, then I'd be able to hold my areas reliably.
hahaha no but I am proposing that there might be other issues adding to this.
There aren’t. I use GS on offense. There is not a single thing anyone can do against mine until the nerf. I only use it against summoners, and whoever is unlucky to be next to one.
But no…my build has no problems. It’s a well thought out build 7 months in the making. I have sat down and analyzed every single summon, used my own GS to make sure I know every single move the summons use. I have tested my own GS to make sure I know what gear they would need to run to do “X” damage. I have done everything
Do I lose areas like I used to? No. But the fact that they can still take them is mind boggling to me. People that have battled for areas with me know how much work I put into those builds
GS is broken on pvp. Lol. There is literally nothing you can say to defend that. Not even summoners defend that.
It’s a stall build btw. But many give up after taking 1-2 because it just drags on for too long. Some…like King….insist a bit more
Based on my own experiences, I would wager it's because of two things:
- The sheer damage output
- The inability to see what their build (summons) are like you can with a follower so you can defend accordingly.
- how defensive they can be
Oh. And on defense, you should be having no problems with heretics or realms. I can even stop Vesta users on my GS defense build.
Well, that too, but I do want to be a little generous 😏
You can defend everything else. I’ll play ball for any other topic. Not pvp. 😂 It’s waaaaay beyond busted for pvp
As someone who has also fallen victim to T9 summoners, I'll fall in line with you there.
care to share the build and the spells you equip? interested to see it
Rift Summon Hat, Nekro Staff, Blood pact 2 go burr
You might need to get some ABS to get him to agree to that.
the damage output is only after a lengthy setup. that set up could be cut down if RNG is on your side and some summon spells proc earlier.
That second point is actually fair and you can add it to the list of UI/UX issues around the summoner class in Orna.
not sure what ABS is 😂
Ummm. That’s asking a lot. For which build?
It either means you work out ...or are one of his kingdom mates :P
Realistically, I do agree that PVP performs well and maybe too well in PVP. I also propose that the defensive AI could be at fault. Let's not dismiss that because of negative feelings towards GS.
But with that said, if the proposed nerf to battalions and protect chance is semented, then the fragile nature of GS will put it at a disadvantage in PVP.. specially that now some spells will bypass battalions, everyone in PVP will have those equipped. GS will have nothing to defend aside from high ward builds which then leads to even more limited build flexibility for GS.
Lack of imagination. I can think of some decent builds. But, I’ll give you that block chance does hurt. But it’s also extremely oppressive. Leaning into it after the nerf will probably be decent still. It will just be much more like second chance if you don’t lean into it.
also, with the argument against GS summon builds that in Orna, you aren't supposed to have a single build for every type of encounter, why shouldn't that apply to the defensive side. We can't expect that a single PVP build should defend against everyone. That simply can't happen.
It can shut down basically everything the way it is now
its kinda hard to argue with the #1 person on the competetive rankings
What does this mean? You think I use only one build?
👀👀👀👀
Please say yes
Oh, it's easy to argue with him. You're probably wrong, though. 
🤣🤣🤣🤣🤣
Thank you. I needed that laugh right now.
When you setup a PVP build, that one applies to all defensive encounters your character will have while defending areas... no?
I actually use a more defensive build for offense when fighting summoners, and I still get one-shot quite easily. Two summons still have very high damage.
wait how? how can you give your class multiple builds for PVP?
fair
My dude, this man sleeps less than a methed out hillbilly who just found a hidden stash of Sudafed and anhydrous. Assuming he only uses one build for area defense is like assuming it won't rain today because it wasn't when you woke up.
He and I own a lotttt of land and we tend to change our build based on who is attacking us. He's better at it than I am, but you basically can't stop a GS + BE, period.
Bro. There are 6 classes. I have 3 celestials. 10 slots each. I use every single slot for pvp. On all 90. That’s 90 different builds. My heretic alone has 30 different builds. Every single one canceling something different. No. I don’t use one build. I just see who’s attacking and press one button. If I can’t see who’s attacking I use the time and distance between hits to guess the build. I’ve gotten decent at it.
yeah that makes sense.. you are reacting to who is attacking you.. fair.. I thought there was somehow another way to have multiple PVP builds active
The day that happens...
Stopping a GS is next to impossible. Slowing them down is
They don't even slip on tears when you cry over your phone.
Oh, now I know who you are. 🙃
Y..you do?
I'm slow, okay?
Me, too. I don't even know myself. Tell me who I am.
I'm you?!
Don't tell anyone.
All I’m saying is work your brain. Orna is a great game. So many different stuff to mix and match. Possibilities are endless
Someone pin this
And let's not forget this gem
I love it, too. But you'll always be Starless to me.
I wish
true dedication right there
Only for 15k more areas. I won’t give a damn after 😂😂😂
is that 100k
Yep. I experienced it first hand. It's 12:30 AM, I'm trying to get to a hotel and collapse and all I want is a few easy wins. And all I get is a few, that's for sure.
That will be 250k taken. Mans is already at 160k rep rn.
15k for Duke 10
This is getting way off the topic of how GS doesn't need any buffs to raid speed, though.
ah thought it was 100k concurrent
Yeah. We still need to figure out the best way to cripple GS
Someone did give a suggestion I could get behind. Leave Battalions as it is, but if the summons block for you in pvp, they just die.
The summon that is.
Or, make it a lifelink deal. Summoner takes a % of damage the summon takes.
Summons take zero damage lol
make them share a life pool, 10% of summons hp and 100% of summoners hp, all shared
That's not true! If you've maxed out Swashbuckler with Arisen Fey Morrigan gear, they take 2k damage sometimes.
if they dont cc lock with time mage and her dispelling herself
Effectively 0 when stupid AHydra has 240k+ hp.
QC Ultima anyone? 👀👀👀👀👀
every pvp match you get a random class
Damn, pet users would kill for a 7 min amorri
Let em know
Its so hard to resist ranting whenever i see a GS ask for a buff, its an absolute abomination
Delete it from the game, thats my suggestion 🤣
That’s my bae😍😂😂😂
I can even beat it easily in pvp now but I just cant use pets lol i gotta be some bootleg ass gilga build
Id talk about pvp more, but the op was about raiding
Yeah. Raiding is slow. But…how much faster is beo?
No. But I can imagine. 😂😂 With that DC up and at 25% hp. Yeah….
my alt pink noise is like asc 48 beo, it takes so fn long dude
I dont even use pets now
That moment when the follower/summon classes best builds aren't even the summons and pets.
Exactly lol
It's fucking sad.
But dude the difference is
to even get my raid done i have to pay SO much attention
if youre a gs you can press db for 7 mins
and do absolutely nothing
or just use spells
I wish I could DB
Rhada Pact loses buffs so fast on summons I have to basically rotate 3 temp buffs to keep something half consistent xD
the only reason I responded is cause I saw him claim gs was the slowest raiding in the game hahaha
But yeah Beo follower builds are rough af
Yeah and I get why theyre boosting the Beowulf itself cause i think if they buffed the pets too hard itd be another gs in pvp situation
so yall better learn to do damage with the pet cause its the only viable way going forward, thats my opinion 😄
whats your ascension?
25
LOL
On Beo I don't have any ALs but Fey Cactus was fairly nice with follower stat spam
But stars align kind of situation on GS is generally around 1.5mill in one turn
Otherwise it varies really heavily
There's a break down on the pins
I hate that breakdown. It’s so extra lol
lmao
This games kinda wild right now though, avoiding pvp to help preserve sanity
Honestly there's days where I just stayed off of orna/orna discord outside of Gaunts, wars, and the chores
Cuz maaaaaaaan it's a shitshow through in through out
I think its just cause every man and his damn dog is gs now and its really fn old lmao
HoA is that pretty much
Yeah well 100% crit means no crit
one of my friends heretic al 50 losing fucking arenas to a t9 summoner bro
like that aint right
areas*
Bro that doesn't mean much
Remember the days you'd lose territories to T4s because they figured out how to sleep and poison dart you to death?
You're right lol
Same here! I was the thorn in his side, taking weird forests miles away that he couldn't get back to.
Yeah. I miss builds too. So many aren’t viable anymore. It’s all Crit Crit Crit. GS GS GS. Hydrus this Hydrus that.
🤢 Only like 4 good builds and the rest much worse
But what about the Viri special
4?! I was thinking less lol av2 and gs that's all I see but it's mostly to counter gs... Soooo it makes sense haha
wont deny that GS pvp is very broken atm, but summon build raiding is an entirely different beast. Pretty sure it's even slower than beo follower raiding
a morri takes me 7-8 min on beoA
w/o consumable spam
on a safe build that had 100% success
thats better than GS then
GS doesnt have 100% success with the build I used to get 7 minutes
one CDG or raid ult and you ded
with a safe build it's probably closer to 10 minutes
i just used a 20% ward regen celestial axe
with ~140kish ward
that being said, i havent reached floor 350 on beoA yet, with full defensive gear
but at least i kill amorri a minute faster 🥲
thats the problem atm, the class is too good at some things and then garbage at other things
57k ward on the summon stat build 
isnt it below average at one thing, turbo ultra broken at some
and average-ish at some
GS is meme tier for any sort of higher level horde content or party play
thats why I have some AL in heretic
insanely good for pvp and endless, really bad for horde and raids
my class too
🫂
its not fast at towers but iirc the success rate of clearing them is much higher than many classes
isnt it?
I would think so but the numbers from NF didnt really show that
they showed that all classes had about the same completion rate
maybe it's because people wit garbage gear are dragging down the GS completion rates 
the defensive options this class has are kinda strong tbh
but its rng, like a mystic feathers
potentially turbo busted but then you get hit twice in a row
I wouldnt recommend the max protect build in towers
tried that once, then rng failed me and I still died
I just go with high def gear
I dont know where the problem with the AI is, the summons are hitting hard by an gs in defense, depending on build with the 2 attacks from the summons the attacker is dead...
Maybe you loose some territory to other gs tue to bp issues, but i loose consistently against gs in pvp territory and arena...
the protect chance is going to get halved in the beta, that should at least make it easier to kill the GS itself
I don’t use ward.
I lied.
Beo follower build can get high numbers in a fully offensive build
is that the beta build or live
ah, beta
kinda weird argument to use a beta balance state that has numbers that are still in flux, getting changed daily
with multi zerks on non high tenacity redline class
with a 8% chance t.atk++ realmshift 2 proc
I still think beo pet builds beat summon builds tbh
in one part of the game yes
the fact that you outspeed me in amorri with a safe build while I have to risk everything only to be 1 minute slower with 20 al more
but using a beta clip is just weird
like, our scaling was bugged and we had 200k atk pets earlier today
that aint a good argument
is it still bugged?
oh
who knows if that is the final number
also use any other pet besides lindworm
who is easily our #1 pet
its better than fjalar now?
it already is on live
on everything that doesnt dispel
fight amorri with that build on beta client with dbl zerks 
lindworm is a t6 pet, so it has low base atk but high scaling with mark+execution
currently our passive scaling our items to the pet is flat atk
so lindworm makes great use of it
fjalar itself is weaker on beta than on line 👍
(the scaling of items is making up for it)
this aint about beo raiding speed, but that example is blessed by rng and unfinished beta testing, its like linking a 30sec bloodpact amorri kill that has all rng procs after getting some experimental balance changes for the day
30 sec BP amorri kill is impossible but I get your point
thats where the experimental balance changes come in
its really not that good tho
slow af in towers, slow in dungeons
why do you think I have al in heretic
its only kinda good when you use orn gear because your summons obviously dont lose power
you could likely mages pavane dungeons with GS anyways
doesnt work
already tried it with GS hydrus in beta
with a fully charged passive its like 1/4 the damage of heretic
and setting up that passive takes too logn
even in raids its usually faster to not charge the GSH passive
its pretty useless
GS is a god tier orn farming class tho I will give it that
The lindwyrm has 15k mag and 13.5k attack on the loadout used in that clip
But that was kind of the point I was aiming to make. All the cards on the table, offense is rewarded
but yes, we have options to scale our damage now
how strong is itcompared to live rn?
And if beo follower is seeing these changes, why isn't summon focused damage being looked at
we fightin hard for it
Keep up the good fight my dude
we got a defensive upside to redlining now which is GREAT
I'm super hyped if stuff like this stays for Beo A
there are some great things, but many thinks still need work
like we have an option that some pet families get skills added
this thread was also an attempt at fighting for summon raiding builds but this thread got a crapton of downvotes 😂
but most of these skills are very weak atm
i think that fight is something you need to delay until the next balance patch
Been fighting for this since GS's release
Should have been happening this balance patch
our undead pets can spam summon some skeleton dudes
like 100 hp 20 dmg skeletons
basically meatshields
very scary skeleton being the strongest
but also onryo
the ghosts and banshee's are considered undead
That's amazing
I do really like the idea of bestial bonds
GSA only has smartAI so far
hydrus got something cool at least
we got some ai upgrades as well
pets dont use stuff that gets immune'd
i think you guys have that too, right
Nope 
yeah, except it doesnt work on jinn for whatever reason
Yeah that
the 1.5x player stats at redline
is so nice
we always redlined for pet dmg but the player got nothing
bonds have nice options for future events which is something i really love the idea of
they are "families" but if a event introduces a new family
instead of fitting them into old ones
you could have a signature skill unlock at bond 3, for the main pet using classes
very special pets, like Ymir from the draconic era, could also get a personal, unique to it, bond
so the pet is useable for everybody, but its main offensive power is locked behind bond3
That super dope
the potential is great
the greatest thing for me, who was very active in the feedback thread
is that things i suggested actually appeared in the game
thats just cool
like this whole "level 3 bonds unlocks a skill" is something i came up with and then pushed for, people enjoyed the idea and suddenly we had a bond draft in the game and the pets had skills unlocked
Alrigth how would you guys make Summon focused gs work? New Summons specialised In support? Scaling? Gear that buffs your Summons instead of you? (not rng)
Reviving this thing.
We've enjoyed 10 Arisen Waygates since the last reply here, and each damn time, is it a pain to get through.
If the signature mechanic of a class' calls to not have a gap as large as this one when compared to other classes' mode of damage (physical, magical, follower-based) is met with "just change classes/use Ultima", then what kind of development are we even supposed to have?
Reiterating my OL comment here; if 'Summoner is the youngest class', then why are feedbacks to make it mature with respect to its peers disregarded and ignored because there are existing, better options? Why even have a unique mechanic if the surrounding mindset for it is the aforementioned?
I think summoner presents a problem for NF at a deeper level because the game mechanics cannot support summoner playstyle when it has PVP.
So we end up with band-aid solutions like splitting PVP/PVE stats and all the buffs other classes got at the expense of GS which has been nerfed directly and indirectly.
If GS is to be fixed, Orna itself would need work to allow GS to exist on the same level as other classes. However, I don't think NF are willing to go back to the drawing board on this one because they perceive the classline as less important. And why wouldn't they if they take their feedback from the seasoned players who have invested a lot of time in classes other than GS and they have all the incentive to keep GS down.
Studio's response to GS feedback has been unsatisfactory and borderline insulting to everyone who has invested time in this class. GS mains have raised a ton of issues with the class since day 1 and very few have been addressed.
We still cannot codex with our summons. We still don't have a UI in the game where we can see what our summons can do unlike pet classes. We still have to pray to RNG for every little GS mechanic. End game is mind-numbingly slow for GS. AWs feel like crap when you have people doing a ton of damage with ease while GS is still setting up before reaching less than mediocre damage numbers.
And no, "Change Class" is not a solution. NF must remember that the majority of Orna players are NOT on this discord. They are casual players. Casual players won't be retained if the game presents them with lots of friction in daily activities they must take.
Funnily enough, I revived the discussion for that as well
#1135760835000684564 message
I asked Odie directly about on reddit and discord... was ignored both times 🤣
Can't agree enough on this point
During the Celestial's release, long-standing players such as Fux were leaning against releasing a GS celestial alongside the older classes since the former's very recently released at the time.
What went on after resulted in celestial variants for GS that had and still has a lot of chinks during the whole ordeal where it was forcibly founded on the same ground as the others despite it not fully coming onto its own, and we were supposed to treat it that way.
Come numerous patches later, a "balance patch", and some more challenges to the present day, and when calls for it to be "equal" to its peer classes, solutions of switching classes/skills of other classes are thrown your way.
"Insulting/frustrating" is a massive understatement.
This class' celestials were made to stand on the same ground, why is it suddenly so unreasonable to ask for balances towards the better with regards to its own mechanic and identity when you yourselves did it like this despite all the feedbacks since Towers? @earnest notch
To ask to be treated on the same field and progress as the other classes
So in the spirit of this thread your point is that the signature summoning of the summoner in terms of raiding is inferior to e.g. Ultima, BP or other classes.
You fear that at one point in the lategame you'll hit a wall and that's due to the balancing issues with PvP/AI and the t7 to early t10 summoner.
Furthermore you're not satisfied with the way your feedback is handled especially in regards to the celestial variants.
What do you think about GS as a whole including its BP and Ultima potential Ascensions in mind?
So, I think one thing that isn't mentioned enough is that GS has some good things going for it. Endless, towers, gauntlets/grinding in general. This is regardless of build. We are on the same field and progress as others. There are multiple AL100+ GSes out there. There are constant records being pushed due to GS's functionality. This means the class is working. This may be a hot take but I feel summoner, as a whole, functions on that same level. To say otherwise I feel is disregarding a lot.
That being said. We are still struggling with painpoints:
- The uniqueness of the class is underperforming compared to more meta playstyles. BP, to me, has always felt like discount heretic. You just take longer to one shot everything.
- The reliance on Ultima and Chained Shield is not a class issue. Other classes are doing this too. The problem is when you have the pact celestial outshined by ultima, and the summon-focused celestial outshined by chained shield. What is the point in playing either?
- The reason why BP does so well is because all of the tools are there, and you can reach the big number solutions in multiple ways, even outside of the class with Beither staff or duo raiding. If Rhada Pact focused summoners had the same level of many ways to success, I do not believe there would be as many issues. A full offense AL40ish rhada summoner is out performed by AL0 full offense builds from other classes unless they rely on a fomo gear-locked summon Spiritgarm and even then this is RNG heavy. Basics such as reliable and quick access to atk/mag 1 and 2 is one of the ways to allow for summons as a whole to shine.
If we simply just had more tools and a bit of a bump for raiding, I personally would be satisfied with the rest of the flaws. No class is meant to be perfect.
No class is meant to be perfect.
To tie in with it when lifting summon raiding up to make it on par with anyone else ad optimum it looks like summon based styles would be the real deal. Good in early game at any content, a bit slower but good at any content in lategame.
What would you take away to balance this out? To make it imperfect.
If something as basic as atk/mag 1&2 being reliable and quick to apply? Nothing. We already have our major downside and that is the pacing of set up. Taking the time for that
and
will mean a longer set up but a overall quicker resolution in raids. Otherwise our summons are already a mixed bag. 3-4 turns on heavy hitters like ancient dragon. Low HP with self damage and self negative status from spiritgarm. Buggane lacks the penetration power for stronger raids. AGG is locked behind the RNG of an event locked item.
Adding atk/mag 1&2 only benefits raiding, maybe PvP being easier for offense but we already have our toll paid thanks to multiple items in the game flat out nullifying any dream of summon damage offense being real.
Anything more than that I would agree something must be given. I'd be willing to even give up the auriga passive, or taking a small hit to class/spec summon stats. But just for atk/mag? No. I don't see why something must be sacrificed to be at the same level as everyone else but slower.
I'm not only talking about reliable mag/att ups but about a drastic adjustment that would let the summons in sum dish out dmg equal to that of other classes per round.
On a side note i had a vision of a statwise bulked up GSA without Battalions but a passive enabling summons to do just that.
I agree with this take.
Certainly summoner does well in some pve areas. Raiding (with summon damage) is really bad, the worst in the game by a fair margin, but heretic-esque builds exist so people can save their ascensions I guess.
The gameplay is certainly unique. Setting up dungeons (endless or just normal/hordes) is very different in that you summon your stuff and there's minimal buffs and focus on defense/statuses. Unlike all the other classes which buff -> sweeping. I wish there were more viable builds but I feel the same way about every class.
(Speaking of...) Ultima/CS are indeed a problem for everyone. ✅
The centralization of the endgame onto those skills is miserable.
Admittedly I don't really know. It's hard to picture that. Maybe the inability to have ward if you get access to that many buffs? Or the disabling of Battalions so that if you do go glass cannon pray the rock that will hit you isn't bigger than a pebble?
As if you're going to those levels of offense, those builds tend to be lacking on defense/survival
You still have 6 entities on the field for the AI to choose from
True. But with more and more raids using multitarget and full aoes from the newer content, this isn't as reliable
Pumpkinless was a true challenge
Lycnus is dangerous as hell
If more content was set up like this, summoners would not be able to hide behind AI flaws and I personally believe this to be a very good thing.
But Battalions wouldn't protect you from those either
Yeah. Idk then. When you can one shot something to a ridiculous degree, nothing else seems like a real downside save for accuracy, pacing, or survability
@azure torrent I thought more on this. I think I have it. Similar to Gilga's "armor stances. Gauntlets and stuff. You turn it on? Your summons gain damage, but you are under the effects of target
. Turn on the second one to add even more damage? You are now under the effects of target
.
No AI abuse, battalions might still help, and I'd assume the implimentation of these stance buffs would require an item or something that barfs on ward turtles.
It takes away the AI shield. I'd argue giving up battalions as well would be the way to go.
Personally i think the concept of stances really would help summoner to interact with the summons and strategize around certain situations.
Raid Ultimate incoming? Protect stance, debuff summons attacks but increases protect chance.
All buffs applied? Offense stance, Battalions is off but attacks deal increased dmg
etc.
However how to make it a GSA thus summon style only thing?
Cuz i feel it should be like an GSA identity thing
I'll do you one better: Make it a benefactor thing.
If these are skills tailored to a playstyle, specs are more playstyle influencing and keeps certain skills to certain loadouts
Do you think? Could be an opportunity to further separate GSA from base GS.
So the issue is if we want to make it GSA only, it would have to be a passive. Otherwise you unlock it, gain the skill, go do your thing. Also if it is a passive, you can't turn it off and this would hamper build versatility. My goal here is Rhada Summoner. Rhada summoner is no longer just the summoner class line. Nekro and druid can summon, followers have access to good summons. We're even seeing comparable numbers from that BeoA build that's going around. I don't disagree that GSA could use some identity, but the "summon stances" wouldn't be the way imo.
If we wanted to have the stances I feel it would be best to have two offensive ones and one defensive one.
Benefactor gets summon dmg up, target
as apart of the stance.
GSA gets summon dmg up 2, that stacks with benefactors, but completely negates battalions.
As for the defensive one, idk. Having debuff summon attacks but increase protect sounds like a fire and forget summon stance for non summon builds
Agreed that when thinking about summons on all classes it should be on Benefactor👍
GSAs own thing keeps me personally thinking still.
Yeeee. No disagreements there. Imo follower slot summon on GSA is my preference
However let's keep focusing on those stances as they'd be on Bene as i think that's the way.
Ritual of Power
- you gain Target

- your summons deal 50% more dmg
(In terms of t9 Summoner with Bene it's a slight 8% dmg nerf but for a t10GSA it's like a 10% dmg buff, without gear, opposed to Bene now)
Ritual of Certainty
- you gain Dmg

- your summons will protect you way more often (like 2 Eos Shoulders higher chance?)
Figured that not using the offensive stance would already be a hit to summon dmg so them dealing less with the defensive stance would be overkill imo.
So all in all
Benefactor v.2
Stats
- -10% def/res (scrap the HP malus, lower def/res malus, stances have inherited downsides)
- +20% summon stats (a little something cuz Rituals are skills learned at certain lvls)
Skills
- Ritual of Certainty at lvl 210
- Summon Ancient Jinn at lvl 220
- Ritual of Power at lvl 225
Abilities
- The Benefactor: Your summons will occasionally take one less turn to cast but your pacts are much less powerful.
Those work. Make those stances not stack and we solid
Not sure about lowering the summon stats by 110% as comp
Or are you saying 150 instead of 130?
Because if so, hard disagree.
You know what I just realized something.
This will be a new multiplier and thus that damage stance will buff endless
That's a likely nope
No only one Ritual can be held at once. No i lower flat summon stats by 110%.
Rn bene is 130% summon stats, so at t9 a 58% dmg bonus and for a t10 GSA a 41% dmg bonus. Thus the 50% on the stance to slightly nerf early and buff lategame.
The Ritual will buff endless dmgwise for this 10% but Bene snapshot will be nerfed in general.
I mean it's a good step, gear will look more appealing
With this and that atk/mag stuff this is solid enough for me. Clarify that drop in summon stats for your notes eitherwise gonna be confusing imo
Possible but 20% is like 10% dmg for t9, less than a charmer single buff which is good. Maybe 30% would be better idk since the ritual is learned near t10.
I'd say swap the rituals
Having the defense one early t9 will encourage a lack of protective gear
But them dealing much more dmg than the other classes was one early t9 concern.
Yes but it was without investment
This is now requiring investment. You want that bonus damage? You'd better be ready to get hit
Mhm. You're already taking a lot away by removing 110+ summon stats. Battalions may result in squishy summon deaths, for example
Maybe an opportunity to fix LifePact on Bene
I mean the HP malus would be gone, the pact malus still persists. What to do🤔
Is there a way to increase the costs of those pacts?
Blood/life pact 3 but uses 60% hp instead of 30%?
'Pact costs are doubled'?
Well, kind of. Might actually make this even crazier. Instead of mana saver, make a life saver thingy and double all health costs of abilities
Meaning stuff like forbidden art too
Best case it's easy to implement.
Mhm
It wouldn't exactly nerf blood pact per say
But you would want blood pact usage from other specs anyway like seq
Which already has that amplified cost factor when the double cast triggers
You could also just do -50% atk/mag lol
No I'm talking the malus stats
Be pre-serum steve rodgers and just take what you can't dish back
Hummm but only base stats tho. Wouldn't work as good for high gear/asc folks
Yeah but all in all wouldn't that not be an issue? Life pact for rhada summon is a huge deal
It is
And you're generally not blood pacting with benefactor.
Even with the changes
It keeps the nerf in for uninvested summoners
(This also nerfs celestial axe GSA if I want to life pact)
K what about adding the 0.5x base mag malus and adjusting the pact malus toooo 0.8x instead of 0.5x. HP malus is gone, so a slight LP buff there too.
So all in all
Benefactor v.2.1
Stats
- -50% mag
- +25% summon stats (at t9 a ~10% dmg increase)
Skills
Ritual of Power at lvl 215
- you gain Target

- your summons deal 50% more dmg
Summon Arisen Jinn at lvl220
Ritual of Certainty at lvl 225
- you gain Dmg

- your summons will protect you way more often (30%)
Only one Ritual can be held at once.
Abilities
- The Benefactor: Your summons will occasionally take one less turn to cast but your pacts are slightly (0.8x) less powerful.
Perfect
Thinking about it it would be an endless buff nevertheless, when gear bonusses and ascensions come into play.
The flat summon stat bonus should go, the access level to Ritual of Power lowered to lvl200 to compensate.
What about maintaining Rituals costs health per turn? That's always a neckbreaker for GS endless.
I'd say no. Higher ascension players will feel the lack of summon stats from benefactor the hardest either way and those tend to be the deep divers
I mean to add a little math
Currently it's
(100% + 200% + 130% + 177%)* (1+50/100) so 910,5 stats at Asc50 with max summon stat gear.
With the new it'd be
(100% + 200% + 25% + 177%)* (1+50/100) so 753 in stats but 1.5x dmg cuz Ritual so 1129,5 when talking in summon stats.
That's a 24% increase at Asc 50. It should always be a 24% increase no matter the Asc.
W/o summon stat gear it's a 13.3% increase.
Scrapping the 25% on new Bene would result in a 5% increase w/o and a 18% increase with gear.
Maybe, but given the large mana pool and the nuts we have, would that hurt that much?
Nuts are gear investment. If it's a %based mana cost, that pool will be disruptive for things like endless but manageable for things like raiding
In the end gear could counter one or another i guess.
Imo health would hit a little harder in endless in a summon centric run since you don't leech via dmg.
Fair
Ima sleep about this, have a good one🍻
Gniters!
Disagree on this one actually.
The first part of the sentence.
Sure, higher damage multiplier is good, but I'd consider this an endless nerf.
130% --> 25% stats is a huge difference in both summon hp and their mag/att.
Meaning they'll penetrate worse, which is a big deal in endless specifically.
Not that I'm against endless summoner power getting a bit tamer. But I imagine the consequences would be much bigger than "tame"
True, thinkin about it.
It'd be a nerf in terms of pen so a nerf on it's own.
When building around it with e.g. VSS it should have more potential tho, again cutting away the frontloaded power and forcing right builds🤔
So you see this as an issue and if so how would you solve it?
One could ramp up the Ritual's multiplier, balancing pen and the lack of HP with raw damage. The higher the multiplier the more important would gear stats become.
Or scrap Rituals and go the passive stat screen way like e.g.
'On Benefactor summon stats from gear are doubled.'
or
'On Benefactor all summon stats get a 1.3x multiplier.'
Issue is that the power level of a naked gsa bene is pretty close to the power level of a full summon stats gsa bene.
Get rid of benefactor and find a way to make its unique usefulness baked into other things.
Nerf base summon stats horribly. Gs shouldn't start so high.
Buff the crap out of summon stats gear.
Gsa can now go charmer and buff its summons and gains an appropriate amount of power from summon stats.
Yes changing Bene as is so it's frontloaded power is cut and formed into smth you need to invest in is the goal here.
All the other mentioned things make sense too and there's a lot to cover.
However we'd have to start somewhere and discussion led to Bene, so might aswell go from there.
Yeah tbh I think bene is the crux of the issue. It just shouldn't exist. We can't buff our summons because bene is so good and summon stats are so much more relatively worse because bene exists.
In a balanced world with no bene, you're raiding, charmer. You're doing casual content? Assassin. You're doing something hard and low gear? Cataphract. Now gs isn't tied to a single spec. Maybe chrono becomes useful.
I'd be all for swapping Benefactor around. Given that the majority of the issues sort of steam from being locked into it if you're rhada pact. GS and GSA stats are fine imo or at least not a problem that needs solving now. Otherwise saying that GS as a whole is locked to Benefactor is...disregarding a lot of things.
In my daily rotation i have implemented
Benefactor, Sequenzer, Bard, Disciple of Finesse all as GS.
Imo a summon centric Spec is good however not as powerful without investment.
Take swash/BoF for example. Alone it's kinda meh but when geared around it's a whole playstyle on its own.
I just think, we complain about not being able to buff our summons, but we have a spec that let's us do just that. It's just invalidated by the sheer baseline power of benefactor. The existence of benefactor and the high base summon stats, low gear summon stats is the general source of summon based gameplays problems.
Get rid of bene and add a summon/follower stat multiplier to charmer
Summon stats gear should likely be holistically reviewed as well. It's insane that a beo gets 1% relative follower power per 1% stat as an ungeared beo but a gsa bene gets ~0.2%
Eggberts comment about the pact staff was bang on.
Part of the reason I mention gutting gs summon stats is the high base stats brings about the diminishing returns issue. Rebalance summons so a brand new t10 summoner doesn't require 430% summon stats to come from its class/spec. Rebalance summon stats from gear so each piece adds compelling power to a character.
Pushing the sole method of summon base stats to gear is absolutely not the right answer. This heavily limits what the summoner can build. I would be more agreeable to other forms of stat calculation before being locked to certain pieces of gear that so far have been suicide to wear outside of snapshops
Right, I'm saying, rebalance.
You're running in open doors. Hellmo and i are well aware of those problems concering summon stats.
Bene as is is a problem, thus looking for a change is reasonable.
Where we disagree is that a summon based (not a summon stat based) spec is uneccessary.
Yeah I feel like I'm only disagreeing with you because I think the charmer spec already fills that niche
We could rework benefactor all we want, if we don't also give it the ability to buff summons or somehow add multipliers were in the same boat. Charmer already has that.
With charmer the setup becomes very long, buffing up 6 individuals ain't fun and summoner already has a setup problem.
That's the main reason against it imo.
We're looking for a turn efficient way to apply buffs.
Also you'd need to shift the power that Bene gives atm to match the power summons have rn.
Things like Phaethon, Cernn would become useless and would need to be tweaked.
Imo reworking Bene is much more cost benefit efficient than relying on Charmer and reworking everything else.
Good argument. Just fear doing something like ritual exacerbates the gs endless issue. Is target ^^ a perm buff now? Can I just wait it out or pop over to charmer and keep appease up to counteract it and now I have even more power for endless?
I still spend 900 floors buffing, but that's just a new 1.5x multiplier I get
It'd be a permanent target^^ as long as the Ritual is active.
Also like John mentioned #1101026806489939968 message it'd be a endless nerf at first, because with 105% less summon stats you loose like 20% overall base summon stats meaning HP, def, res, mag, att, dex and for endless most important penetration opposed to the 24% more dmg. In endless pen>dmg.
You could only benefit from the dmg increase when building thus investing around it and that's what we want, people to work for their dmg output.
And have that work pay off.
What do you think about this?
#1101026806489939968 message
With those numbers you'd have less summon stats without gear but more when gearing for it.
I mean it's less interesting that Rituals🤷♂️
Summon stats to gear makes summoner shift the depencency too much and just further solidifies benefactor as more of a snapshot spec than an active spec. The summon stat multiplier might be good though. Assuming the 300% from base GS means +90% summon stats.
However I agree. Less interesting than rituals.
Yes 390% w/o gear but 620,1% with max gear opposed to the current 607% with max gear.
So ima suggest #1101026806489939968 message
as is due to pen decrease being enough of a penalty in endless
#💡│suggestions message
I'm still a believer of the Bonded Stats suggestion.
The rituals are cool, the reduction of benefactor base stats is warranted, and I feel like summoners themselves should have less base summon stats.
As a counterbalance, they'd have a beo-esque way to have their summons inherit a portion of their stats, adding versatility to what they should wear in different content.
With less base stats and less benefactor stats, summon stat gear would be more important, moreso if it's multiplicative with the bonded stats. You'd end up with a mix of good statted gear and good summon stats to maximise summon effectiveness.
This is by no means the only possible suggestion. Let's get deeper into summon bonds to formulate a fleshed out suggestion for those aswell👍
Just To note that if summon stat gets reduced heavily on benefactor ^
Thats with Full summon stat^without benefactor
This is with +25% stats(the suggested benefactor)
Not 100%sure if the math would go like that but its not looking good for the followers if the - 90% stat malus stays
This is with current benefactor+full summon stats
Thanks for the input👍
This is not full summon gear missing out on minimum a eos heart celestial quarterstaff and a t10 charon staff
That would help for sure
wouldn't break summoners with powercreep, leaves Keith alone for the most part
Yea but forcing non summoners To go dualwield is not the way. They get onetapped 100% of the time like that
Like 'real' summoners when going full summon stat gear.
Battallions ^
Target^^
Lowest base stats ig
I see that the suggestion does not benefit non summoner summons's defensive potential.
However i'd rather focus on the problem of a whole classline and then move on to the non summoner summoners.
Lowering Benefactors summon stats ain't the problem here.
It's the -90% malus and if i'd have to take this into account when reworking Benefactor it'll not work out because i cannot think of a way to balance out a 617% summon stat gap for everyone.
Like i said ^ its not looking good for non summoners if the - 90% malus stays.
From gs perspective the suggestion is good imo👍
The main thing holding that suggestion back for me, personally, is the existance of physical damage dealing summons, like buggane, and the inability for base GS to equip att to bond-buff those
Though, when I say it out loud, maybe it's for the better that buggane takes a chill pill until celestials? He is very dominating in the early summons life
But it doesn't feel right
Humm i mean staged Bonds are a thing for Beo aswell
o
BB3 is a t10 thing isn't it?
Yeah...?
Meaning a dmg enhancing Bond for Buggane wouldn't be necessarily bad if put at the right tier and/or Celestial
Though I wasn't exactly thinking Bonds for Summons in the same way that beo has them - no unique nonsense. That's a lot of work for odie, and hard to get right
I was just thinking of the Bonded Stat part of it, as a summoner/benefactor/auriga passive
Im not a fan of the lowered summon stats as thats the mains reason i pick benefactor not for the reduced summon time. If anything i feel like this would be a separate spec if you remove the reduced summon time.
X% of your stats are sent to your summons, period. Donezo
Lowering the stats is the whole point of this discussion though (currently)
If you wanted just reduced summon time, go sequencer
It will make things like endless so much worse as you want the maximum stats possible but if that is knocked down a significant amount summoner endless will be downgraded from already a pain to worse.
Yes but the bonus may be altered per tier or class.
That's no different from levels in passives
Shared Power 1, Shared Power 2 and Shared Power 3, or something
Yes
When using e.g. VSS in endless to bypass the lack of penetration you have more dmg potential per entity than now
if willing to take the target
What if there was a third ritual that increased summon stats which means that you have to go in bear to a battle and then summon
that'd just be too strong though
you'd go in, use ritual of summon stats
summon
then swap to ritual of damage
and now you have a damage boost in the order of 100%
Also i don't know if that's possible since summon stats are kinda stat screen stats.
Yes John
How to lower dmg without influencing LP then?
You can't
other than actually deleting your offensive stats, but that's not something you can do in combat
Unless... that buff gives enemies increased defenses?
Would gut summon dmg even more.
yeeeeah
Scratch that I guess
You'll live with no life pact lol
turn off the ritual when you want to pact
Regarding how that change would affect endless, it would undoubtedly be a nerf to summoner endless.
I'm not sure how other classes are doing at endless right now, but I've heard of them being somewhat on par, in terms of orns per hour. Our long setup lets us go deep but it takes very long, whereas they can just go.
losing ~35% of hp mag att and somewhat importantly dex is no joke
and to get that offense back you'd need to get target
which further puts you at risk to just ending your miserable existence
and to get the pen back now you definitely need a skeleton
but the skeleton is both squisher and less accurate than before
and it needs to be on the first slot, otherwise the def and res downs only apply turn 2 onwards
which combined with the target
, is a death sentence
I wouldn't be surprised if such a change to benefactor reduced summoner endless depth by more than a hundred floors
maybe a couple hundred.
Wouldnt the new bene be a disadvantage to low al summoners though as to get the damage boost they have to prioritise survivability over summon stats due to the target up and therefore cant put on summon gear and the summons wont be hitting hard at all. However for any high al summoner this wont be an issue due to ascended summons so anyone with al 100 will get the 100% stats anyway and can still wear survival gear
The new benefactor is supposed to be worse for lower tiers and lower levels and better for higher ones, to impact how much of a hold t7 through t9 summoners (mainly t9) have on their competition
While somewhat enabling summon stats equipment to be more worthwhile. Less upfront power means that comparatively speaking the gear is more powerful.
imma hop out, got food to eat, brb
About LP. What if the Ritual would decrease your accuracy, well not only accuracy but the chance to hit to influence stun dart etc aswell.
You have a twisted mind. I love it
That'd work
Problem is that once an opponent is e.g. petrified by a certain summon there'd be no downside... on the other hand why use the ritual when the opponent is petrified, you'd go all in with the other ritual...🤔
Im curious would summons do more damage with the current benefactor stat boost of the 50% damage boost
In terms of raiding at endgame summoners tend to fall behind as other classes can do more (exception is summoners using blood pact or ultima) but a pure summon focused raid can be much slower. The most I can hit is 1.3 mil using a crit weakness exploit from a arisen spiritgarm garm from a 3 turn move. Would this rework speed that up or would it slow down raiding, because with that damage buff but the increased target rate raiding might be quite slow as you have to prioritise avoiding being hit or if not and go full summon stats the chance is you will probably be one shot the moment you use the ritual
They would if you have als and build focused for summon dmg
But not if you have basicly 0 als
But only the top rank summoner will have the high al but most im guessing sit around 20-40 up until around rank 1000, which might not be enough to fully get the benefit.
I could imagine that Al 40-100 would actually see benefits of that buff
The math is here
#1101026806489939968 message
Ok that looks alright its just the fact that summoners are naturally glass cannons most of the time, im just worried that the permanent target up when getting the damage increase will make raiding thoroughly unenjoyable if you keep getting killed early into the raid.
I think permanent target is reversed appease
When setting old and new in perspective ALs zero out so it's the gear stats that matter the most. The more gear, the more you get, up to 25%.
You can end or start the Ritual whenever you want
Which would not disable summon protection from proccing
Not sure if that was kaines idea, but thats how i see the target^^
For example though doing an arisen morri raid the Ritual would be necessary for damage but the target up would be a death sentence
Target up is basicly same thing when you cast the temp target ^^ but you also gain dmg for doing so
Your summons can still protect you
But i think they said we cant get rid of this one with rhada pact so its permanently there while the ritual is there
I understand but for fast raiding you ideally would need the ritual active at all times
To make it simple= i cast ritual> morri is More likely trying To target me, but even if she does so theres also possibility for battallions proc.
With protection gear its basicly free boost
AMorri is the top of the food chain and i'd not recommend trying her with summons in one go either way.
But that would mean i would have to raid with the protection axe not the stat quaterstaff so loose significant stats and also magic so even without rituals life pact would only give about 500 health boost so essentially useless
Like it should be
Mag doesn't influence LP.
Due to the new -50% magic
HP does
Oh its hp?
LP draws from your HP and pact multipliers, the more HP and mag.buffs you have the more you heal.
Ah yea
Thus getting rid of the Bene HP malus
Im worried about the effect on dragon endless. Gazer endless doesnt rely on the bulkiness, but dragon does so a massive drop in stats will be a great hindrance meaning the more straightforward endless method becomes a lot worse, as the dragons will lose something like 100-150k health
Gs endless is bit too strong imo and it would be healthy for the future of the class To have this nerf.
Other classes have it a lot easier, the buffing process for gs is more painful
Well one part of this whole nerf thing is also eos blessing rework
Which would help out In that
And they would gain more dmg potential. You've to make sure things are dead first turn.
I mean currently i can reach floor 700 in full orn gear as Oracle at AL75 gaining like 600mill Orns per run.
That's a lot.
Also it was always me dying first.
Yea
With the suggested benefactor you could actually do better In endless if you play your cards Well. (protection% ritual)
Would there be a way to scale the summon stat benefit of benefactor with level e.g. you get 100% bonus at 250 50% at 225 and 0% at 200 so it doesnt give early t9 too much of an advantage
The huge stack of summon stats is just pure powercreep
It would become broken if you would get the 125% summon stat +ritual buffs
Or there was another ritual which gave you access to the stats purely just a flat 100% at 250 but gave you a curse status effect to balance as i believe you can pact that away or cure it.
So you do the ritual and get full stats and summon the stronger summons and swap To dmg ritual and be broken?
The curse status as malus would be just free stat boost bc immunity
True forgot about curse immunity
Oh this is amazing. Yes please.
Added it👍
Benefactor:
1.x multiplier to summon stats
Removes -90% non summoner malus
Removes summon fail chance
Chance to reduce summon time by 1 turn
Buffs you cast have a high chance of reflecting to your summons
Pacts you cast are significantly reduced
High -atk/-mag stat
Now usable by any class, resolves our buffing issue and hopefully stats issue.
That looks a bit overloaded😅
I mean that's nearly the summoner classline's kit and gear in a spec
Summoner kit is Elysian balance, guidelight and battalions with a focus on paired essence
I don't consider EB to be a signature part of summoner's kit. Battalions i necessary due to them having low stats. Other classes don't need it to survive.
So yeah thaz Benefactor version is only mising Guidelight to make anyone a summoner so the question comes upm why not just play summoner?
I'd agree with this
Benefactor:
1.x multiplier to summon stats
Removes -90% non summoner (w/o Bene stat bonus malus should be gone for everyone even without the spec)
Removes summon fail chance (there has to be some kind of penalty for not summoning as summoner)
Chance to reduce summon time by 1 turn
Buffs you cast have a high chance of reflecting to your summons (we have gear for that)~~
Pacts you cast are significantly reduced
High -atk/-mag stat
Its not that bad
What would your drawback be then?
But the stat malus hurts even more
If we go with the new spec could we also up the transfer rate with the autumna gear and ophion banner as they're currently quite low so only really useful transferring gaits and alignments
Turns
The fail chance is okay bc you can still just double riftlock and spam summon
Autumna is thief gear so it does not transfer anything. Ophion stance could use small buff imo
Wintara is the buff transfer gear
If Riftlock would be summoner only that'd a possible solution yes.
Or Eos Feet
Thats the one i mean cant remember which it is usually
Couldnt make suggestion, but i got idea of accessory "Jack's ring" = allows one To wear 1 armor/weapon out of their classes preferrences.
So basicly with this ring auriga could use zerk torso^
There are weapon proficiency amities, could be for gear aswell.
Would turn the game upside down tho😅
It would but imo it gives lot of building Possibilities🤔
Well maybe the ring could be gear only or smth
Repost of my answer in the suggestion section:
Without the proper gear OUTSIDE of events this is a further nerf.
And even if items are available it is a nerf for the survivability: You have to invest in items with summen %+ and go into the +50% stance you are doomed to be hit - loss of survivability.
I see a massive problem in balancing all the items to provide a way to go: have 50% damage AND a proper defense/ward. When I see how the balancing is done currently this takes literally ages.
I think it could be sorted easily with more event gear targeting higher summon stat % scaled to quality. Or old gear has a buff e.g. some gear gaining the summon % effect or buffing existing gear e.g. giving more stats to the ophion gear.
Its not healthy desing To have 130% extra stats for free basicly
Not saying that but currently we're very limited to ophion head and torso and rift summoner boots. Weapon we're fine with celestial quaterstaff and charons staff, but either something like a head piece and chestpiece which also give 15% boost or a summon adornment for armour which give summon stats or something else which will benefit the classline, which wouldn't be too farfetched now we have an avidity chance boosting adorn.
I see the concern. However if my math is correct #1101026806489939968 message you still have ~13% more dmg potential than the old Bene without summon stat gear. If not the multiplier can be adapted, it's just a numbers game really
Still feel the free summon stats need to come down while maintaining power so that summon stats as is can be more powerful % for %, or the stats on gear needs to go way up. Starting at 430% as gs bene, and even 300% as gs bene 2.0 sans stats is too much for how little stats are given on gear.
The blood pact Cele staff is a good comparison. Summon stats Cele staff should give a relative increase in power.
I understand. I fear that this is the optimal calculation and the actual implementation will be far worse. While I really enjoy the game I feel a certain disappointment in how balancing challenges are handled.
When looking at your proposal I see a massive problem in the implementation: How would you implement your proposed changes without having a larger power loss until the proper items are farmed?
The thing is To nerf the early t10
Early t10 isn't honestly that bad it's t7/8/9
T9 is the worts imo
7/8 is kinda ok atm
Their battallions were nerfed enough In pve To be In A good spot imo
power loss until the propper items are farmed
Let's think about this for a bit.
You would have to farm gear to become stronger. Afaik this is how things should go isn't it?
The main concern of the classline is its gear independent dmg output and survivability thus power.
One of the main communicated hints for newer players at t7 is to pick Attuner stick to the classline until early t10, farm orns and gear and move on to your preferred class.
So atm it's a farming class, a stepping stone. However this gear independent strength is exactly the reason why its progression is hindered when actually investing in it. Pre Ultime and BP there is little reason to do so from a cost efficiency standpoint.
I don't say the suggestion is perfect but it's there to highlight the need to change Benefactor and to introduce concepts like
- Rituals
- multipliers instead of raw summon stats
since no other spec gives its user a flat 50% power boost besides maybe Swash but that comes at a very high cost if not a completely new playstyle
I'd love to hear your thoughts about how to either improve the suggested changes or to come up with another idea that reduces the frontloaded gear independent power of the classline and gives it the opportunity to actually improve by farming appropriate gear🙂
Isn't the "large power loss" the norm for all the other classes? The fact that the early iterations of summoner can just coast through all that phase is a pain point for the non-summoners in those tiers
ad farming gear: Of course is Orna all about farming gear and it is things should go but that was not my point: In this case, you change the power outlet of a class immediately. To compensate a transition phase for all players is needed, consisting of Farming the new items, finding Legendaries/Ornate, Level them up, Godforge them, etc pp.
Your argument is made from a point of view where all those items already existed for a long time. Furthermore too many summoner items are locked behind events, making them unavailable at the time of the switch. This needs to be considered. It is not that I disagree with your proposal, but I am challenging it and bringing up concerns I see.
ad rituals:
The idea with the ritual is good, BUT you loose another turn. Summoners already need SO many turns to get their damage output ready, that ANOTHER turn needs to be compensated somehow.
The rituals itself tackle heavely with the survival: Target ^^ and Protect chance. I would not bring in another calculation factor with target ^^ - this is another layer of complexity and non-survival. It is also against the initial attempt to bring down the missing invest of the class. Also, why the difference between Summon stats +% and Attack Damage +%? The missing Summon Stats will hurt more (also in terms of turn management, just look at the HPs of the Spiritgarm)
(to be continued, I have to work now :-))
Early iterations: yes. But when changing the bene spec you have to view all aspects, and that also tackles endgame.
It'd change the power outlet of the Spec for sure.
The class should work without it and if not it needs to be adressed aswell.
Entering t9 it still is an upgrade to existing t7 classes thus adding effortless improvement.
Agreed that a turn loss is not ideal.
We chose Target
over smth like Battalions
to keep non summoner classes included. Keep in mind that even with the debuff Battalions is still active and the AI has multiple targets to choose from.
Agreed with it being more complex. I'm open for different downsides like HP/MP loss per turn as upkeep cost. The idea is to add a high risk, high reward situation.
I'm not aware of any previous iterations of a summon/follower stat change during a battle thus a Dmg
. However to compensate the HP loss it could be changed to an All
I'm thankful for your critique since it helps to flesh out the suggestion👍
regarding Target ^^:
This does alter the AI's decision which of the opponents pack to attack - so the summoner is more likely to be targeted. Why did you include this drawback?
I see that if you have stances you must distinguish between them, and the common ground on that is to add next the positive a negative attribute so the players needs to decide what to use when. Seeing the Summoner as a very fragile classe (hp-wise) where the pets are the main line of defense it is harsh to implement this. It hurts the summoner far more then the non-summoners, especially when this can be only mitigated by using different pieces of equipment which could impact the damage output negativly. Yes, this is also common practice in other classes, but it is again another compromise this class has to tackle with.
To sum it up: Target^^ seems to point to non-summoners but hits summoners the most. Mitigation through equipment gets more and more complex and is not controllable (== depends on NF's implementation), resulting in further damage decreases.
Because at the end of the day, Summoners are still the ones to benefit from something like this more commonly than non-summoner classes until some changes happen that opens up summons to everyone else without loopholes.
Where as non-summon summoners would actually use the benefit of this and keep their weaker summons in the field, granting them an actual buff for that playstyle due to their limited access to the playstyle
The basic idea is that like you said a positive is paired with a negative.
You do more dmg but are at a higher risk to be hit and a lower risk to be hit but you will do less dmg.
You want relative risk free dmg so go build tanky and prepate to be hit.
You want your summons to go ham, well now you're a glascannon.
(Note the HP, def/res malus gone on Bene to compensate a bit.)
The dmg potential without summon stat gear like i said should be the same as old Bene but now you're rewarded for taking the risk of using summon stat gear.
Also you don't need to use the Ritual. You can always switch to the safer one and back once stitched up.
What other downside do you have in mind for a high risk, high reward approach?
Im beginning to warm up to the idea but 2 things i think would male it more accepted between people who want summon stats and those that want the rituals. The main concern i think not about damage output per say as that cam be increased if the phaeton is buffed but more about summon health. I think most (in guessing) would feel safer seeing their dragons or hydras with 300k health instead of 200k if bene is reworked, hence suggestion one. If possible make it so benefactor gives a small summon stat bonus e.g. all stats, like the propsed 25% but all gives an extra bonus purely to summon health, so that they feel more reassuring to work with. Second is the gear. The gear udea to scale the stat bonuses to quality is a long needed feature, but i feel there are 3 main concerns. As it is now the gear doesn't really give a big enough bonus to be really worthwhile. So i propose that the % when ornate is slightly higher e.g 20% as that is better than 10/15% that we get but not too outrageous. Also make it so that the gear isnt made out of extremely difficult to farm materials, e.g cursed orntite, realm ore, avalon ore, solarite or titanium to name about half as yet again even with a change it wouldnt be justified to upgrade as they are precious for ascension levels. Upgrade materials for gear like the ophions armour is preferred as it isnt really easy to get (as you stull have to reset the grand market a lot to get the lightning stones) but manageable. Finally, to insentivise people to upgrade the gear rather than leave at lvl1 (and this probably could be reworked in respect to follower stats gear) make it so that master/demon/godforging gives a small bonus to the stats on the gear so it means the players wamt to squeeze every % out of their gear to get the most oit of their summons. This i think will probably help make the rework more palatable for some people.
high risk, high reward:
first of all, we are talking about a change of the benefactor spec without an overall nerf. As requirement when the summon +% stat is reduced there must be enough available items in and outside of events to make allow the player to reach the current level. I have to emphasize this: otherwise it would be a hidden nerf and we all agree that players would not be happy with that.
Another point is to reduce the effectiveness in T9 and early T10 - this can be done by having the items with the most summon +% not earlies then T10.
So, Bene has reduced summon +% and we want to add more spice and - this is the second point - a switch for more damage OR more survivability.
What comes to my mind (might be not that much right now)
- damage stance: all summons have a chance to get a random damage buff: att/mag+ or ++, chances: tbd, once or a chance every round
- protection stance: as you suggested: protect chance +%
why no negative effect: This is already implemented: the summon +% is reduced to a far lower value. This also makes the spec not mandatory for a summon build, it can be exchanged for another spec without losing >100%
Tackling the topic from differen angles absolutely makes sense
- splitting summon stats
- scaling summon stats on gear
- adapting class inherited bonusses
- reworking Bene
there are multiple approaches👌
Yeah cause if anything im not fussed about the def/res of my summons i really care about hp and either mag/att depending on their forte. If there was event gear which instead gave summon magic up 20% i think that would be neat and could lead to to more specialised leadouts.
Following you a single change cannot simply be made, it has to go hand in hand with a broad adjustment.
I disagree with stances/Rituals having no downside
- no Ritual is balanced
- offensive Ritiual at the cost of defensive capabilities and vice versa
makes absolutely sense to me. This is a glimpse of the strategic managment i'd love to see on the classline.
ok, fair enough, brain storming on negative impacts.
- Summons have a chance to take longer to cast (+1 turn)
- Summons have lower HP (glass cannon mode)
- Summons deal lower damage (-% dam)
- Caster deals lower damage (-% dam)
- Spells from the caster have a chance to fail
Still, if there is a negative impact it must provide so much benefit that the user is willing to accept the negative one.
I'm fine with leaving Target
as a negative behind and i'm comfortable with granting All
with said Ritual.
Other suggestions were upkeep costs like HP/MP per turn.
HP of summons per turn? Like a zerk?
Zerk III on summons as a stance?
Interesting idea. uphold costs need to be balanced that it hurts and that you have to counteract at some point, e.g. loose one turn each x rounds
That is already in the game so the implementation would be easy (i guess)
Still, target ++ has to many disadvantages imo and heavily depends on items to counteract. Items which must be in the game - if not the stance is not reliable enough.
I like the concept of Ritual of Power as a ovedrive boosting summons stats and costing them HP per turn in the process.
- 50% to all stats
- 5% HP per turn
10% would simply be too much imo. A LP minimum all 19 turns is possible and harder for t9 than for late t10 since the later has more HP thus heals more.
So long as the summoner builds some ward, don't particularly see the issue in Target up2. T9 still has access to some decent ward items. Being encouraged to have gear investment has been one of the things repeatedly pointed out about summoner
Otherwise t9 summon often time gets away with a lot of things due to simply not being targetted
I hope that the 5% hp per turn goes above 999 😅
otherwise stuff like dragons would be losing
squints
0.2% of their health per turn
oh nooo 
Honestly
I think we're missing the elephant in the room
Both benefactor & the summon stats augment make it quite clear. Summoners "sacrifice their life force to strengthen summons"
So I suck at math, but why can't there be separate variations of "summon stats" it's very clear which summons are made to dish and squish and which are made to meat shield and be pacted. If "summon stats" as it stands MUST be hp, then why not additionally actually intrinsically scale summons base offensive stats based on hp lost via bene spec & augment. As we're "giving our life to empower them"
If that's too much of a static buff then make it a "summon Berserk"
Agura Stance: (intrinsically summons may take 1 less turn to summon and fail less often) summons cast while this stance is active have much higher offensive stats, draining the life force of the summoner
^ say 50-100hp per summon cast under this stance 250-500hp p turn at 5 summons. Summons have better base offensive stats leaving the "summon stat" unchanged, and actually thematically doing what summoners allegedly do anyway.
But summon stats from my pov, seems to weigh hp def&res more than it does offensive stats. Hence why I'm proposing this, as GSA ISN'T nessicarily early t10. Hell even changing intrinsically how bene behaves when paired with celestial classes based. GSA + Bene = offensive stats> hp, Def & res.
GSH+bene =HP, Def & res > offensive stats.
Idk if any of these are feasible, ^ but I'm a huge fan of this one.
Oh I see, you guys want to trade almost no chance of surviving with a less than 0 chance of surviving on a new stance 😂😂. Gets better and better 😂
For hydrus the problem has never ever been the damage (ok, to an extent of course if we consider nobody is using pacts anyway) , always the reliability of not being randomly one shot in the first 4 turns….
Let’s sacrifice other spell slots or gear slots to alleviate the problem yay
Name 1 raid that 1 shots agura?
I'm almost sitting at 200k ward
Flax44, checkmate.
nuh uh, rhada pact
npnp
I want to try to revive this thread again since I think some concerns I have for tackling anguish 2.0 content as a summoner are the same issues that are responsible for the underwhelming (from an endgame t11 perspective) performance of summons in raids. When anguish 2.0 comes out, summon build users will have the same problems except the raids will have even more HP, and the dungeon mobs will have way more HP as well. I think many of us will be forced into summon builds for ang 2.0 dungeons considering our player aoe builds may lack the safety and 1-shot capability of other classes, which may exacerbate these issues.
imo the main problem has been the lack of multipliers and buffs. In early T10 players often do not have good gear, amities, adornments etc, so for an early T10, GS may not seem that bad. However as you approach the endgame, your gear gets better; you get better amities, adornments, celestial weapon augments, specific build core pieces and so on, these all act as damage multipliers for your build. However summon builds benefit from none of these things, except summon stat gear which does not provide as big of a boost as the aforementioned things. Also buffs, as a player it is very easy to buff yourself, but it's not easy to buff summons. Currently this is a heavily RNG reliant process that often requires specswaps and is therefore not usually feasible in non-endless dungeon content.
My preferred solution would be giving players options to make actual builds with their summons. It would imo be awesome if there was a spec/class passive that allowed us to transfer specific gear pieces / bonuses from our gear ( crit chance, elemental damage, stats ) and amities to our summons. Most importantly, there should be a way for us to consistently give buffs to our summons. Maybe even allow us to equip specific moves and buffing skills from a list of suitable moves for each summon family (dragons, undead, animal etc) to truly build around a summon skill / synergy
@past rain mind putting your ideas here?
What, the dream patch?
Sure
The Hellmo Dream Patch
Benefactor:
- Add a passive that pushes the starting summon stats for non summoners to 100% instead of whatever abysmal number they have now
- Negate summon failure chance for all summons.
Why? Everyone else can do everything else but summon. In the spirit of build versatility, why not.
Summon Mechanic:
- Change all summon spells to 1 turn cost.
- Introduce Summoning Sickness
Summoning Sickness: Set number of turns, summon cannot act, incoming damage increased by like, 50%.
Why? Pacing has been a day 1 issue. No other class has this kind of pacing issue. If we are supposed to be slow and safe, then there needs to be payoff. Currently we do not. We just have no fun for the sake of no fun.
Summon Stats
- Heavily reduce the % from class/spec passives. Increase the % from gear or introduce a mechanic where multiplier is decided by attack/mag
Why? In order to justify the ability to push summon stats even higher, one must build for it. Much like crit and ward requiring the right loadouts for it, summons should be the same as everyone else.
Summon Changes:
- Charon's Grimore: Grant Summon Skills like the gods of aaru gear stuff. Remove the rng.
- Failed Phoenix: Remove Melee Variant, buff Mage Variant's HP. Give the set up skill/mark ability to the player to allow follower/summon - player interplay.
- Lindworm: Create a summon, do the same as above
- Spiritgarm: More HP, remove great med, give Jinn's Magic instead.
- Ancient Dragon: Remove Fire from Dragon Breath ability. Make it pure dragon damage
- Buggane: Leave as is. Create a t10 version with more HP and a stronger, higher pen, critable physical attack.
Why? Less RNG, better flow, better control. More fun, imo nothing game breaking.
Skills:
- Life Pact: make it work on everyone
- Rhada Pact 2: Transfer limited roster of perm buffs (Mag Atk 1 and 2, crit 1)
- Give us the Lindworm and Phoenix mark skills
- Give us the 4 elemental weakness abilities that increase Elemental damage by a little but would also have the AI focus on exploiting that status. Do not give us blights. Just the weaker ones.
Why? Every class gives someone something to work with in other builds. Summoner does not. This should change. This also gives the summoner the tools to better guide their summons, reducing RNG.
Items:
- Celestial Banner: A 3 slot, one handed celestial weapon that gives the adorn benefits to followers and summons. If Mag/Atk influencing summon stats, give it mag/atk as a hybrid weapon that lutes easily outshine. Give us some build diversity for summons and followers instead of pumping up summon/follower stats/act
- Riftlock: Chance to negate summon sickness, add summon stats as a way to keep it more relevant after summoning phase done.
^semi dream patch for beomonner^
Odie plz
Tho imo the player summon stat malus thing should not be spec locked
It should not even exist
one might think "summon builds are safe therefore they should not be as fast as dps builds" and I agree, but if you are able to full clear an anguish dungeon floor with a dps build aoe skill, then you obviously receive less damage as well since you've just killed most if not all enemies. With ang 2.0 HP scaling, fights will be taking longer for summon builds, increasing the chances you get hit as a summoner, and of course it also means your clear speed is much lower. Unfortunately in Orna safe and slow builds do not really seem worth it over dps builds imo
Disagree. Spec lock it. Otherwise it will add to power creep by allowing all players to use things like cockatrice for easy raiding.
Summon stat malus*
Ah
The summoning fail thing is a good one for bene
Giving a option to go "summoner route as player"
But maybe future gs rework fixes all things
I think even odie wont magically come up with the perfect solutions for the problems we have. The problems are just quite difficult to solve
so ideally w try to come up with solutions ourselves
Help odie help us
@0die
@beomonnerthesaviourofall
why did you ping my dad, now he's mad at me
We woke him 
Garfield is Odie's dad...?
The family tree is more confusing than I thought

I thought jon was his dad
Ffffffff we doomed. Back to Aidletown for me
Odie i have a question. How would you aproach / try to fix the issues around summoners/summons/petmonners. Like... would it be a complete rework of summoners etc or would you try to buff some areas of them via new gear or something. No need to have ideas or anything, just kinda want to hear your opinion 🧐
summoner is a really popular class and isn't large enough of an underperformer to justify a rework
that said, i would love the time to tweak and correct it's pitfalls in endgame (plus reduce T7 overperformance)
i've just got a few too many other things to wrap up to really mentally invest in this atm
Yeeeee fair. Looking forward to hammering out those pitfalls for sure though.
Rip
Thanks for the answer!
Isn’t it t8 where summoner (Grand Attuner) becomes really busted?
T7 it’s competing with Majistrate, which is one of the most OP classes for its tier in the game in both PvE and PvP. And t8 is still “low enough” for raid-spam to be a fast-leveling tool in PvE.
I guess Odie has the data
T7/T8 share the same concerns, so no reason to differentiate
Fair and valid!
thats why I was really expecting a rework of some sort tbh. The overperformance in lower tiers and underperforming at endgame showed something in the summon scaling is off. Imo the issue will become more pronounced when ang 2.0 enemies will have more hp, making dungeons even more of a slog. Gsh is also not doing great at endgame (personally I only use it for pvp offense and literally nothing else). And ang 2.0 in general feels like it was designed without taking the existence of GS into accounts, considering so many maluses have no effect on us but most gear bonuses dnt help either, like John said it feels like we're not really participating. I was looking forward to ang 2.0 but I have no idea how it's going to pan out for us summoenrs
and I was not expecting the ang 2.0 update to address these issues since they are mostly fundamental summoner classline issues
would you feel more included if their were (more) anti-summoner/follower maluses?
maybe and i think pie means more on the anguish buff side like "more pact dmg% or some bonuses that a gs would want to try to hunt for anguished gear.
most anguish stat buffs are not very usefull for gs
I have to admit, I have not spent thatmuch time on this beta yet (want to wait until my mirror is done). I think from a logical standpoint it would make sense to have summon / follower maluses, but considering most anguish gear bonuses dont apply to summons either, idk how to feel about it.
yea maluses are welcome if there is some bonuses to hunt aswell
Anguish gear could definitely be more interesting for GS.
But on the whole, the concern is that GS is on its own little island. Major game changes blow past like the wind; they often don't affect us.
Any change or rework that gets GS back into the family would be nice. I would also like to see a -crit malus and consider changing a build, instead of just ignoring it.
most recently the selene hand follower act rate nerf just not affecting us lol. Sometimes being on an island benefits us and other times it doesnt.
just wondering, what do you think would get GS 'back into the family'
Make GS scale with a stat that other players desire (offensively, and/or defensively).
I agree that would help. Sort of like beo does it I suppose
that would at least help with the problem of summon damage being strong early on but underwhelming later on. But I still think there probably needs ot be a better way to buff summons, why does it need to be so hard for GS when other classes (including Valhallan) can do it so easily
Ward. ||
||
lets throw some quadratic scaling in there as well 
We'd be more included in anguish, but our damage scaling is already so atrociously low, it'd just be kicking us while we're down.
Not to mention, the introduction of more anti-summon maluses would be more free maluses for others to take, all the while they'd likely still be majorly dodgeable for us since so many other maluses do nothing to us.
It's a problem without a simple solution
Making the regular maluses apply to summons would fix the second problem but leave the first
which is why it probably makes sense to try to fix this problem later (in some kind of summoner rework probably) instead of in this current anguish 2.0 focused update. It seems like the core issue is the lack of scaling from gear, which is not really really an anguish 2.0 specific issue
It'll suck a little to have us basically "wait" until we can properly interact with the system, but it's better than nobody getting it. So yes, it's fine to wait until after release. There's enough on this release's plate already anyway
Nefr GS!
Trying to ragebait arent we?
just like back in the day 
feels like home isnt it 
just bufr it
Guys he might be onto something
Brb swapping to charmer
odie why do you look so charming today 
Moar bufr
Slow and Safe should count for all classes, shouldn't it? Not 'Fast and Safe' like Gilga.
So Gilga nerf when to Fast and Squishy? Or Slow and Safe?
that's a hell of a necro 😆
anyway SS changes being tested in beta as we speak, to reduce the damage that players can deal while being unkillable
i'm sure that 8 min number has changed in 2 years 😅
necros ftw 🙂
nevertheless the truth in the statements are still there.
Reading back through older/historical balance threads is definitely eye-opening.
People freaking out at potential nerfs that never materialized, talking about how the game would be unplayable if it took 5 minutes to kill a raid instead of 4 minutes.
(And that raid now dies in like 30 seconds, at a lower level, with more easily acquired gear.)
@past rain what's your summon build raiding speed these days? How long does it take you to kill amorri and what al?
the tradeoff to gilga is gear quality to some degree. Gilga is fast and safe but requires good gear, while gs is safe and slow but requires very little gear. I would prefer if we could increase our damage more with better gear similar to what gilgas and most other classes can do, i.e. some kind of gear scaling. Although I believe gear scaling has already been discussed to death in this thread lol
and it sparks a new discussion with the current balancing state which maybe bring some insights 👍
Al 38 atm. I'll record an Amorri run
Not only in this thread. 🙂
Ntl, discussions do not help if no one reacts to them who can change things. 🤷♀️
I brained my damage. 20mill in 8 minutes with Phoenix/Pegasus combo. Spiritgarm tend to die too quick and buggane damage falls off. Ancient dragon deals dragon damage so not worth the resistance pain. Buggane would take two seperate runs of around 8 minutes each. 50% hp each run. I'm not even planning on touching amorri raids in anguish
Half a morri run. Full run is more or less the same, just longer since scaling stats blah blah blah
And don't get me started on waygate raids lol
Ancient Dragons when they don't get hampered by fire/dragon res https://cdn.discordapp.com/attachments/1009229920087593000/1341090329159536780/XRecorder_20250217_01.mp4?ex=68261c32&is=6824cab2&hm=9945c405d4e58da064993a377537a6a707c0108b4c3e012ec938889913344ad5&
Aaaand because why not on garm
I knew you were going to die when I saw that ward
summon gs never felt that safe against amorri tbh. You're stacking layers of rng to be somewhat safe but her ult might still slap you
Lol
@jade tusk beomonner run for comparison?
Sure
9 mins to beat amorri
Used titanseal build which is kinda slow vs her bc dispel2
But i would say sub 10 mins per amorri
With that build
And most of the dmg was dealt by towerfall bc dispells
And tf deals 1-1,3m dmg with that build
If eos does rune and seal combo it deals 1-6m dmg on crit depending on how many runes it procs
Full tf build would be much faster but i dont want to compare it bc its heavily nerfed in beta and totan seal is basicly better 
I did record aswell but i dont have nitro to drop it here 
Around 9mins for 30m dmg
8.40mins to be exact
Thats basicly 1m dmg per rune
@past rain how long does it take you to fully beat amorri in 1 run
You can kill her in one run?

Just roll the dice until you can, GS™
Celestial weapon was not ideal (cba to readorn an existing axe with oceanus lung). Al101
Did a second run with oceanus lung cele axe but still died to the ult smh
Finally a good run
sadly i hoc out of gs so couldnt show how fast as it with solo b pact
even if you did, you would be missing the entire point of this discusison thread
Summon raiding builds, we are talking about summons dealing the damage i.e. the auriga playstyle which is not great at the endgame.
ah yeah just see a beomoner in here so i think doing raid as gs in general
but yeah gs have most op spell ingame so i cant complain further more even no pet their ultima x2,25 is a point
the point I made here a bit earlier in the thread as well is that I think many of the summon raid problems will carry over to anguish 2.0 as well. Its a similar situation of facing high HP enemies with summons that do not have great damage output. I dont know if maybe a good player dmg build will emerge for ang 2.0, but I feel like GS has never been that great at horde dmg output, so idk.
Still, for a summoner class it would be nice if the summon playstyle was good as well instead of only the mage builds. Just look at the beos which have been great at both pet dmg and player dmg
Not as good as titanseal eos bc its so unsafe with beithr strat
Remember guys, the game should be balanced with AL50 as it is the « average » according to Odie’s stats. Because we know that given enough AL you’ll be able to solo everything. I tried to do some tests on GS but I end up being smashed the same way, random ult and you’re a goner and it takes forever to do a raid when you are <50.
Not really sure about the protect change being that effective either.
Old pic but it is turn 2 bpact 3 quick cast hit 2m without double hit
So avg u can do like 6m with gait and jinn magic tonic
Not minmax and after gain more al it does upper than 2m too
So definately 6 bpact 3 enough to kill amorri, well but yeah low al
Ultima do same dpt without harm your gs too but need adragon inflict blight for the insane hit
If amorri hits you you just die
Only noob thing
battalion and woo enough for survival
Sadly i cant show the op of gs more for result
Pfft 25% battallions on 2 summons is not 25% fyi
And dualwielding celestaff and nekrostaff does not give enough ward that woO would be usefull
even with 160+ al I dont believe that you wont die to amorri when dualwielding
Sure you can do good burst dmg, but amorri is way too tanky for that to be super effective (even less with ang 2.0 which is the main concern)
U can always do chrono for amorri
Have enough slot for pacting without sequencer
2 nag, fomor armor and fomor leg so
But yeah if u want fasten things, less safety is doable
Dont pretend like u play gs for a long time not sure what u say though
At least try play it profession to see
I actually played gs before beo rework
But i simply know math that 20k ward is not enough if anguished amorri hits 80k a turn
And tldr with enough al, amorri can be finished in 2 pact only
Make gs is one of the most efficient for it
Dont forget most of raid method being nerfed without mention bpact
That is enough to know how insanely quadra scaling
So idk why gs need to cry while being so good ngl bpact has insane pen too
I happened to see ang raid oneshot a ancient dragon at turn 1
How you bloodpact if you run out of summons
Use your brain
You do realize that this is about ang 2.0 and gs
Also stasis is being nerfed in beta
I dont want to make an argument with someone even dont know about the class playstyle tbf
Et end in here
not everyone is al150 man
bpact isnt good without high al
I dont need to main gs if i know ang 2.0 and gs just aint friends 
So i can say another choice is ultima
and again, this is about the auriga playstyle. I think when you have celestial classes offering different playstyles, both should be viable across most content
A bit tanky with 1 turn dc and y dont need snortra tbh
Ultima is even worse bc its nerfed
For high dps with gs passive 50% light dark
But sure you may be bit more tanky
I think if blight it can cap easily with ultima and quick cas ultima is still in meta too
Imo gsa is good for horde/ang content than raid
I dont think you will cap much if playing high ang raids
And endless for phase preparation too, best class for depth endless orn
Maybe turn 1 cap and then it gets lower
Beta is uncertainly and even raid method in nerfed agan