#GSH Rework - H2 Balance & Mechanics
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my bad
There we go
Ik, but it's what it is
disappointing
by sequencer passive?
Nah, there's no casted twice in there
2H celestial staff
oo
Limit break
I’ll refrain from answering that in detail because this is GSH thread but yes is the short answer.
Speaking of PvP, Hydrus Pact is pretty 🔥
Get it quick! Events about to end
What limit breaks do you have on?
It's not terrible, if I get the 40% helmet I'll put a cap remover on the staff
Yeah 100%
My aethric one has the pact helm at least.
99% Nekro and 35% Amity
Ill go grind the kingdom raids
Still, I plan to swap the amity for 50% positive status effects when I get one, since I somehow don't have any rn
Nekro?
Staff
Oh right! Amities have cap removal now. I have 15% one
Still need to swap the adorns
Cause it makes sense
Yeah, it's the best one you can have
No need to lose cele adorns or anything
Plus all the other ones are meh for BP and HyPa
Celestial can't get anguish i suppose
Well, 1H celestial, aries staff with limit break. Problem solved.
Nekro better than Aries, but yeah
Can't go wrong with that.
Ward? WHAT IS WARD?
Hydrus will destroy the summon price economy ☠️
I saw purrly's staff has 20% pact on it, even a low rare one would be fine?
Im not a summoner, but orna is about stacking BS with more BS
For HyPa it's worse, since it has lower mag, and summon stats are useless there
For BP it's arguably better, at least at lower anguish
Since it has a bit more summon stats, although it still has less mag
I was looking at it counting as a staff since the Aries(goat staff) is a instrument
Well, also more ward
Yeah
Might try that
At higher anguish there's a point where those 19% summon stats don't matter anymore, compared to the higher mag of the nekro, and the fact that you get a ton of summon stats from both, because of the ang scaling
Plus that mana is juicy, ngl
Sequencer needs two staves for double casting doesn't it?
Yeah
Whatever has more slots then, I have an ornate nekro so that wins
Ohh 99% nice. Best I have rolled in about 30 crucibals now is 75
And I didn't think about amity
Thanks for the summary
I’m glad GSH seems to be well received and fun to play for GS players, but did the game really need another crazy turn 1 PvP move? 😅
Does the second chance sacrifice all your summons? Or just 1
All of em
Sometimes 1 turn, bigger players with better gear endure it pretty well
Then you get 1 shot, lol
It chews up turtles pretty good tho I will say
Its not that crazy in pvp tbf
I mean i like it there but its not even close to meta
AL50 vs AL173 DUrsa. Even without the sequencer double cast it seems pretty strong 😅
On attack, yes..
If they survive, GSH die..
GSH don't have battalions or pet..
Second chance trigger wipe out summons..
Results, die again..
That’s a big if considering the damage we’re talking about 😅 It’s the bloodray problem all over, you either get a SC or you die, and there’s not much you can do against that. Frustrating for both the attacker and defender, and no way to plan around it
Different, bloodray can't be blocked or miss..
Similar case with it, SS3..
You aren’t hitting for 750k with SS3 at AL50, even before the beta nerfs. Don’t get me wrong, it also needs changes, but I don’t really like the direction we seem to be going in of just giving everyone a major turn 1 nuke, it’s not healthy for the game
Even on defense, summoner a.i. is suck to even consider using that spells..
Im not gonna argue with it, however i seen beo ss3 builds hitting for 300k, while having parapet, pet block and all those things
Don’t get me started on BeoH 😅 I’m really sad they partially rolled back the nerf on SS3. BeoH is so much better than Gilga at using the warrior skill
How's the AI feel to fight against?
Personally I like the fact that Settlements are near impossible to defend with every class getting a 1 turn nuke. Now, I wish it was more because Settlements were harder to defend than they are currently and not enormous amounts of damage.
That's mainly because of the effects it has outside of Conq guild.
Ngl, you got really lucky with your AI there
Managed to win once, but with tidal instead of hypa
On all my tries it always summoned
I don't think ive seen it summon manually yet, cockatrice was definitely a good choice to tech in. I hate it
Or spammed attack
I went 12 turns without an autosummon. Thats a new record
I would say it can be more than it is
Like, it if it uses HyPa it’s definitely better than GSA, but the AI is very inconsistent
And GSA has a better access to parapet, which is a big plus
My GSA isn't too bad, 1-2 turn dragons pretty often. I just feel like this is less predictable
What is a better parapet, the 95% one or the 100% one?
Cuz the one I got is to block 100% damage
Yeah but I mean, does the block 95% damage one mean 95% and above?
Yeah, seems like it's better
Alright, cuz things are often worded oddly in orna
Ymir and yel are still better, though
They are 100%, but they also are 25% instead of 20%
So higher proc rates
It adds a proc chance tho?
Cuz i can't see it adding to be 45%, but a 20% and a 25% chance separately.
It's not sure if they stack
But separately the cuirasses win
It's not a terrible gamble given how many classes can just mollywhop you
Since summon protection only exists on the absolute worst gear ever
Since we do have the SC but it kills the summons
Yeah, and it's also omega nerfed in pvp
It doesn't even need to be anymore? Since someone can just collateral you from space, or a common sweep skill.
Im assuming it was so traumatic when it first came out that everyone has ptsd over it
what's the point of second chance when you will die in next turn
you have to be very lucky and not get hit after second chance
summon protection doesn't synergize with hypa too
ppl here are against the idea of dodge rate on gsh (even tho there are no cons)
is there any any passive that synergize and ppl here aren't against it
Yesterday you suggested a fixed 75% dodge rate... your suggestions haven't seemed to be reasonable tbh
that was a joke
max dodge rate on thief is probably 60%
we are never getting anything close to that
I'm not asking for this much too
Idk I've also seen stuff like "auto t.all+++" suggested as if it was reasonable 😂
what are the base def/res of gsh compared to other classes? do we have the updated snapshot with all classes stats?
we have that already, summon protect on augments and gear exists
if you spam like me yes, if you summon dead +40% chance of new summon not necessarily
remember that even without batallion the raid can target a summon and that's a hit you are missing to being with protect aside
now 2nd chance is worthless in dungeons, yes
no i mean vs other classes
so the problem here we have uberlow def, and normal res
so maybe having def/res like RS corvus (why not?) would be a reasonable request
the old idea is "gs had redicolously lower stats because summons do the things instead"
gsh is "summons are tools i kill to do stuff" so it should have normie stats. Mag got normalized but we should get normal stats in def/res as well
That's all i have.
Yes it has the lowest def compared to other classes.
Here Ara has +25
I’m fine with settlements being nukeable, I’m more worried about it making kingdom wars uninteresting
It's true that against high AL players it's an incredible tool to have, since the damage is definitely an overkill
But I personally wouldn't use it in wars, unless it's an extreme situation where you definitely need the firepower
Testing it in arena and in a few other places, it works extremely well, but it can definitely be a gamble, as it leaves you completely sold when you don't kill T1
Still, if the damage is definitely an overkill, then maybe it needs a slight adjustment for PvP?
No summons for SC, no second Hydrus pact and no anything the moment you miss, parapet procs, or they get SC or pet protect
Yeah, not saying it shouldn't get one, as long as it stays the same in PVE
And it remains a bit better than BP2, M1 and damage wise, given it's a lot riskier to use
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Tbh I was already ok with it when it dealt the same damage as BP2
But it is also true that it is extremely rare that you fight against summoners which are good in defense. I usually don't even change to my offense profile if I notice that my fight is against a summoner (a few days ago I met the first summoner which could tank 170k+). Good for attack, bad for defense - so I would say: still a strong tradeoff.
Is that new though? Lets be honest pvp with ALs was dead years ago. I think we should let this go as is. Its not like blood ray completely unavoidable delete spell. Gotta let some things go, esp since GSH been dead for so long. If it clearly needs balance in future lets address for sure
That’s not really the case in my experience. The new matchmaking for wars also matches you with people on the same AL bracket, so you don’t have AL100s curb stomping people with 0 AL anymore.
There’s not really another case besides bloodray where you can hit for 700k+ turn one at a deficit of more than 100ALs. Even spiked shield, for all its flaws, can’t do that. This kind of damage completely negates any ability to build around it
Anyone can deal enough damage at equal AL to one shot others with so many options these days
That’s kinda the difference. This isn’t in an equal AL scenario. It negates motivation to grind ALs when you know they won’t help you defend either way. And, whether we like it or not, the community has been very clear on their stance on ALs and that endless grind ultimately promotes player retention
Lets definitely not get into an AL debate
But wars been dead long ago even at equal AL matchmaking
So lets just let this one go. Its a complete glass build that gives up its second chance when cast
Thats my take. 
Isn’t that how mage and thief players have been playing PvP this whole time? No amount of defense negates their opponents’ damage while the opponent stands behind gigantic shields
Why do mage abilities that can compete with ward builds need instant nerfs?
That isn’t to say they don’t need nerfs but I don’t understand how that doesn’t just reset to ward build wins meta (which I don’t actually see changing since mages can’t defend with these setups)
My take is the same here as those asking for buffs- I’d let Hydrus pact cook for a bit
Bloodray? No, something to the accuracy and/or block or something needs to occur for PvP
They most definitely have not. We were having constant wars being decided on 1 win when we were fighting ABS, Sess etc (before the latest matchmaking change). The high level kingdom scene was thriving like never before
We are a part of that scene and we have the opposite take so agree to disagree glad youre enjoying high ALs
Back to GS convo
They don’t compete with ward builds, they more than double their damage at very little investment. This is just going in the direction of everyone wins attack and everyone loses defense, which is as boring as it can get
We should take the pvp balance chat to a different discussion thread
I have a glass build for war but need to remember to swap back into defensive after.
So far defensive has held up in a few wars.
I think most players with extra gear have a few different builds.
*it's been alright in raids, dealt with lyncus and sphinx pretty good, surprisingly.
Could do with more spell slots but I'm making the best of it.
Not really it would be a hindrance too XD
I don't need more then 1 AD for my penguin raid set up
Also the weaker summons would hurt
My record for unsummoned autosummons with an empty field is now 15 turns. Thank goodness this thing can survive decently
I like that it's been pretty flexible with different gear and summons, played a little with Beithir on less pact % and it still managed alright.
Didn't look to see if Beithir counted to the autosummon pool or not, but likely doesn't.. unless.
*the answer is no, it does not pull from skill summons
Tho blood pact 2 was pretty solid at about 500k-600k minimal buffs, and less juggling. I can see a value to it
A simple sweeping move checks it for skeletons and ghosts. Found that ancient jinn easily checks it if it's just weaker monsters.
1). it's not auto t. all+++ but obtained from summon sacrifice
2). It was already in beta so all I'm (we are ) asking for is for it to return
3).The proc rate of tall+++ could be reduced for balancing purpose.
(this should be reasonable)
I don't really think it's reasonable from an outsider perspective, but good luck figuring it out
when it was in beta everyone liked it and nobody said it's unreasonable
gsh in live has 1/3 damage potential, less ward turn (from hypa), t. all +++ removed etc
If it's rarely happening based off chance then it'd be whatever.
Well we have ppl cracking cap with pretty tanky builds already so i don't know if t.all+++ in necessary.
T. All3 should stay out of "free buffs" imo. Make gear like dynasty stuff and quick cast celestials stay relevant
low proc t. all+++ should be fine
Oh regarding a few hours ago about gear for SH and GSH, what about Baldr gear for t10 and Incarnate(mage) for t9 support? Something like
• Baldr - 4% auto summon% per
• Incarnate - 3% auto summon% per
• Arisen King's Scepter - 10% summon stats 15% summon pacts
Well atleast Baldr is smth universally preferred by GS/GSA too and we noticed that those don't necessarily wan't auto summons.
My two cents: currently gsh is absolutely insane for raids, asking for buffs in the raid department is kinda wack
I reached higher DPS than my deity apex build with good rng at times, and I don't feel that squishy either, although it is a bit rng but it's not that bad
Dungeons however for some reason my hypa deals soo little damage when it's split on 3 enemies and I don't know if that's intended
Also reading this whole chat back, plague you need to read the room bruh the class is not that bad rn
Oh and also, the one ward turn per hypa feels really irrelevant
From what I saw the ward turn from hypa gives no ward absorb either, that should probably be changed to 25%
could be, what I do is almost always pop woo turn one but yeah I still can't keep ward up without using it mid-raid
i never said that class is weak in lower anguish and in not even asking for damage buffs
if you check all suggestions most of them are for utility
that can make gsh a lot smoother to use
your definition of utility is getting higher damage my guy
With the t.all 3 suggestion and the bringing back multihit for higher dmg cap
can you tell me how my suggestion will affect damage?
I'm willing to change them
i never asked to bring multi hit back
and t. all+++ from summon sacrificed will just replace god of aaru
so that's not damage buff too
i also think proc rate should be low to balance it
saves 2-3 turns of buffing
2 turn only(if sequencer passive didn't work)
the only reason I'm asking for it is to make builds more flexible
since gsh is dependent on god of aaru
ok so the game is turn based, if we make it so you skip the turns you buff you increase your effective damage
Also removing the need to gear to fill specific niches
Like for example using limit break
Or aaru helmet
I'm not asking for t. all+++ to be consistent
So those are all in my eyes direct buffs, not qol
Ok if it wasn't consistent, it wouldn't even replace casting it yourself then?
current cap is too easy to reach (I'm low al player with standard quality gears) and i can reach it
it shouldn't happen
gsh is in a great spot, i just wish we were still able to proc new summons after you sacrifice 3 from a full board
You can wdym
but it could be more helpful
lots of classe scan reach damage cap at 0 al
with good gear
i'm prtty sure i could do it as realmshifter when i was a fresh t10 🤔
not sure anymore though 😄
Just went to test it out, you can, it's just sometimes the summons that fill the board back up are invisible
oh.... yeah that might be it!
I think we talked about it but haven't checked if someone made a bug report
in beta per summon sacrifice cap was 10 million but now no matter how many summon i sacrifice the cap is 10 million
i see the animation of summoning, but ometimes dont see anything appear 😄
Yeah because sometimes after I hypa, when I summon nothing shows up(because there are invisible summons)
Ye
so the damage output is decreased to 1/3
In beta it was way too strong
that's why i want damage cap to increase a bit
Also in beta, we couldn't summon multiple summons at a time with Charon ritual
i agree but that nerf affected horde too
it was overpowered in raid
but not in horde content
Yeah well they should tweak te horde numbers maybe, but my guy you are not hitting dmg cap in dungeons
So I've been hearing you from the raiding pov, sounding like you want to buff it when dmg already is the strong part of gsh raiding
if you used basic buff and got lucky with temp buffs it's very easy
no i don't
blood pact amities arent realy great 🙁 i hope they get looked at at some point...
the pact bonus from amity is very low
I've never hit 10 mil in a dungeon ever idk man maybe you guys have
why use a pact set in dungeons?
you can't because of the nerf
now pact cap is 10 million
no matter how many summon you sac
I didn't in beta either
so your damage gets divided in horde
Why would you want to hit more than 10mil in horde dungeons bro
Bl2 ftw
in beta it was 10 million per summon
In dungeons?
yup
Thats not necessary levels of damage lol
Just use a magic set and aoe damage 🙂 use hypa II as a buff 🙂
if you sacrificed 3 summon you could deal 10 million to every enemy(3)
but it's a nerf nonetheless
so that's why i think damage cap should be 15 million to 20 million
But when would you ever need to deal 30mil to horde enemies
10mil kills literally everything man
You could anguidh your nekro staff to add limit break
ik but it's a nerf
But it's irrelevant, no?
too poor to afford it 😔
What other stat would you want on it anyways?
when bosses have like 500k hp max who cares if you're hitting 10 or 30mil
aside from that which other suggestion even affects damage
tbh, it matters at high anguish when their defences get really high, but still 10m is overkill xD
Dmg isn't that much an issue
Survival is for GSH
I find survival subpar with it
And second chance being nearly useless lol
it will matter as anguish increases
yeah
yeah second chance is prtty weird if you sacrifice your summons xD
I'm fine with any passive that synergize with gsh and hypa
you will most likely die next turn too
Dude you could never convince me 10mil is not enough damage in dungeons but alright I concede
I'm not high anguish too but as i have noticed it will be necessary in higher anguish
Yeah it's a bit weird but saved my ass a couple of times. Definitely not the most synergistic but I would also rather have it than not
dwplague, in dungeons hitting 500k aoe's is more than enough 😉
most of my suggestion are for second chance replacement
Even more so
When you die, your left wide open and you die again pretty quickly, no summon protection chance your garenteed to get targeted more
Definitely way better now that if you get lucky you can basically get a full board of meatshiwlds after you sc
maybe when i get necessary gear 😔
Maybe when you second chance, CR is guaranteed to proc afterwards?
That would feel thematic
i suggested it in previous thread but i got ignored
i wish we got 1 turn of ward per summon that dies
Boy who cried wolf type situation probably
i also suggested cr rate dependent on no. of summons
getting one turn for saccing 3 is not really great
Maybe? But idk
I'd much rather have summon protection chance then second chance being it would generally be better
Huge vouch
it was meant to happen
Yeah that's what the tooltip says, maybe bugged
if gh needs changes, it's def survivability 🙂
but got removed in live
oh
live gsh is a weaker version of beta gsh
Feels way nicer though
With the fixed hypa procs
And the multiple summons
I think it's in a really good spot, beta gsh definitely wasn't balanced
previous was way better 
Only thing is the whole rework imo buffs raiding more than it does dungeoning
i like previous one
new one is better than pre rework but it's not preferred for dgn and other content for me
i don't think any deity, beo and here players will choose gsh over their class in almost any situation
It’s not xd
i could be wrong
i swapped from diety 🙂
it is
Same
i do miss my apex build though 😄
Im reaching higher DPS with hypa man, it's kind of nuts in raids
Ah, the beta kinda, thought you meant previous live
i'm not 🤔
that's worst class lol
wish i could do this as gsh 😄
Yeah dungeons as GSH feels bad to me imo
Mainly survival, raids is okay but tbh I don't find the mechanics fun personally
I'm doing anguish 5 and shackled, apex build used to get around 600k DPS average, now I kill raids with around 800k dps
While being more defensive also, cause summons tank hits
But I wasn't fully minmaxed with godforged bidents
the defensive prt is true 🙂
hypa not being full aoe still hurts me (idc if most class don't have full aoe spell)
mrplague, you're just lacking an aoe weapon
I'm willing to sac 5 summon for full aoe
every class uses weapons to do full aoe
Yeah most classes just spam BL2, gsh can also do it not half bad
aaa i need aoe weapon 🫣
ok man...
gsh has better base mag than Dara 🙂
would it be too OP if the dmg wasnt split if attacking more than 1 enemy?
fighting summoner raids is kinda painful
even if gsh doesn't get a single buff rn i wish it gets buff when i falls behind and doesn't get ignored like summoner class
use bp
i think GSA needs more love than gsh right now :p
Yeah, problem is that the split isn’t working properly rn
damage with all buffs is pretty decent
I think it would be fine if it splits equally but from experience it doesn't feel like that's the case
oh, how so? 😮
oh lots of our discussion point shave already been raised 🙂
Yeah, almost everything is already in the summary
i'm not good at navigating discord 🙂 thanks for sharing the threads 😉 that will be a fun read
I'd agree but gsa is alr very good
Yea always check the pins, i keep those frequently updated😉
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All in all we're in good shape imo.
Offensive for the class itself, besides fixes (i'd call the HyPa split calc a fix) there ain't much more to add.
Defensive, HyPa adding more ward turns (per summon), tweaking 2nd chance and adding a little more def makes sense to me.
I'd wish for some gear too to be able to shape GSH to everyones individual liking.
Wait so the dmg isn't suppose to be split?
It is on multiple targets but the calc seems off.
Yea, i tought so, dmg was a bit whack even buffed
On one target with 3 summons sacced you reach 500k and on 3 targets 50k each so 150k in sum?
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Also, idk about yall but i feel tmag and all doesn't proc alot
It takes me couple hypas to even get any tmag or tall, i think it should have a bit more increased chance of getting than defensive, will make it better for dgs
i never got it to work properly then 😄
yeah for dungeons I can't really find windows to use hypa that much, maybe it will be better when they fix the damage split?
I can perform mel 16 shackled with gsa and torment 17 without problems
Yea, even with that i still think it's not worth going from gsa to gsh
Gsh is bare minimum for horde content
That's my and few ppl opinion however i won't argue about it anymore
gona look into gsa hordes 🙂
I guess, damage maybe need to be adjusted a little and reduce the power outside of GS line just to avoid things like, SS3..
Ah hypa isn't usable by other classes(atleast beta wasn't)
You need to summon your own summons to get tbuffs, nor is dmg super high as bp duo
For me left behind bosses by 2nd chance or whatever are the usecase of HyPa, except i really mean it and use it as my main spell, which works but not as fluent as BL2 + HyPa.
However i have high hopes for the chain chance fix and potential additional CR increase gear or amities.
I'd adjust it once (if) ppl figure out a way to use it inbetween classes
Would't gear with auto summon make hera be able to use hypa too?
With eos/autosummon gear
Maybe, however if it's comparable to existing strats efficiency wise and doesn't blow up the charts why not.
They won't get any buffs from it
Yea, i don't think hypa can be abused by other classes like bp duo
I actually tried the duo tactic but with hypa as damage spell, the damage was really bad (hara damaging)
Yup ik, tested it with every class like beoH and hera
It's propably the interaction between the class and the spell making it work, which is good imo.
We wanted GSH to have his own shtick👍
I tested it solo on Deity and could still hit the damage cap but it takes so much work to either charge apex, deal with summon dead failing or wait for a pet
So doable but not reliable
this is not shackled (al 199)
this is BP build almost half time
this is gsh with dc
gsh with dc with a second chance proc
not being able to understand when i can skip a summon dead because i don't know how many summons i have is a problem i guess
You mean spawn more than 1 summon from autosummon?
this when buffs align better
so yes i think GoA + pos is better (build here doesn't have orichalcum in nekro so should get a bit better), i think lugus are good even if they overlap with tmag+++ from the sacrifice (tmag+++ is always nice to get), maybe we can do without snotra but not fast raiding i think? and ofc i still have to try dulla build
I guess against raids that doesn't have AoE spells/skills and only using HyPa..
Summon dead and Summon VSS is the best ammunitions..
When charon ritual trigger, Summon Dead will give 3 - 4 skelly and VSS 2 - 3..
gsh is bad also vs summoning raids because damage is split
I always low ball suggestions to see where we can go from. Baldr gear was my first choice for something that could fill in for added support stats but it's not quite "raid rewards" support stats. It could have a mix of things, such as buff duration%(which is always welcome), summon pacts power(head), summon protection%, if you're looking to avoid simply spamming summon% on everything.
you only cast summon dead no reason to summon anything else imo, you want more summons to go summon/hypa/summon/hypa every turn after minimal setup
it also lags a lot (but maybe that's hoa)
Maybe it's better once the multiple target dmg calc got adjusted.
I lead with ancient dragon, cockatrice, and skeletons, but people can do as they like.
Phaetheon is a decent option in raid stuff since it pops 2 out.
i tested after adjustment
vs riftlock raid it takes ages as you always split damage basically
I mean this
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550k at 3 summons vs 1 target, 160k in sum vs 3 targets
I tend to use hypa for the buff then blood pact for single damage, that's worked nicely for how i'm playing. Im also not just only running weasel monsters.
man we are talking most efficient raiding
yes we are talking how fast to deal 60 or 80 or 100m
vs bp3 at high agony / high al
at low agony/al everything can work but still faster woul dbe better
with that i mean saving 5 seconds is huge and relevant, think doing thousands of raids
Im not a glutton for suffering, my raid agony sits around 5. 😭
ok at that stage anything works
but again even there doing something in 40 seconds is worse than 25 and better than 1min
even semi-defensive build you die anyway (yes adorns aren't perfect)
losing ahsen ruby hurts so 2h might not be viable
There's no other way to leech HP?
Ye, afraid that'd hold it back.
i can't think of anything
but maybe with anguished helm things are a bit better (also i didn't fortitude int he video)
dulla on paper seems make for us , gsh "def/res" build
basically the idea being that unless we stack def res a bit all those buffs are useless, while if we do they become relevant
How important are FSS?
it's damage, i can remove them as well i suppose
but with no hp regen it's going to be bad anyway i guess
i don't have an anguished high def/res piece with highrolled +2h damage passive though
I suppose I could crucible this
lol
one crucible
Still looking for HP reg...
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any augment? mayne we can give up 20% pact buff
Only Themis for HP/MP reg from ward dmg.
Amity only has crit reg iirc?
since autosummon is tied to GSH only (not like avidity or collateral which are class passives) why don't we tie it with summon turn reduction? if you think about it they have the same relevance, GSH wants as much autosummon as GSA wants to summon fast, also makes riftlock still the BiS gs item for GSH as well
Have you tried doing dgs with gsh?
no as i have beoh for that and it's almost impossible gsh is better than that, also it can't carry and i do all with 3 t11 alts
it's a waste to do solo in general, not being able to carry for me = not being able to do dungeons at all
This class is crazy having a blast playing it
Now just need Odie to let me RoR raid exp so i can fully enjoy 😄
For the fact it was never intended to be good in raids thats quite amazing
Leave raid at 95% damage, release 
Why stop at RoR- give me a Ring of Remembrance that locks my main at t9 without access to t10 stuff for a while 😎
Honestly feels like the biggest buff to gsh is raids
But that's because hypa damage splitting is bugged so it doesn't feel that nice in dungeons
That is an absolute shame, because it didn't need it.
I assume once HyPa is fixed, that will changr
I mean when hypa gets fixed raids will still be better than they were pre-rework
That's because everything will be better
But dungeons will probably feel just as nice as raids do
Also I don't think it didn't need it, it absolutely did
Regular GS was a better raider
Gsh didn't perform in anything
For me who do shackled mel at 22, 80% just using hypa..
It rely too much on celestial weapon..
yeah a non celestial pact weapon/adorns would be nice
On the other hand that's what's enabling those tanky builds, not being as reliant on mag, crit, ele and whatnot.
i really like gsh so far, i even hoc-ed to it... i only wish for the return of more ward turns when using hydrus pact
And I'll just throw my skelly on raids whenever they spawn..
3 skelly for me is more precious than 1 horse from autosummon in tanky build..
Me too, but i can see the benefits of additional t.def/res++ and possible Lugus proccs via Pegasus, plus the occasional revive
Did GSH autosummon get nerfed cuz holy smokes i am seeing things summon way less
They are invisible half of the time but they are here !
"40% of the time it works every time"
But yeah just playing around and 24 turns without a summon is what i'm up to
Its like come on lil buddies, we have an agreement now.
Well if your 5 slots are used by invisible ones there are no rooms for another one
Can those invisible ones count towards hypa then?
Yes, I think
Don't make me manual summon like some normie
It's bugged and sometimes invisible, but if you try to hypa it will work
And if you try to summon it just won't work because there technically are summons you just can't see them
Hope it gets fixed soon
A prime example here was ghost getting hit in the log but no ghosts on screen
This class is too much fun so far
Though towers and dungeons are a little rough but I just haven’t figured out the GS way to do them yet
You want gsa tower/dg build?
Not really 😅 GS and GSA don’t really interest me at the moment outside of Ultima on GS 😂
But I’ll read the guide on it when I’m ready to give them a shot
the behir staff should get pact bonus because it could be a great staff for hypa 👀
How would it be great for HyPa?
Can’t autosummon beithir, and it would probably have a lot less pact bonus than a cele 2H, if it got any
And since summon hp doesn’t matter in HyPa beithir is kinda irrelevant, when we already have summon dead, ghosts, scarecrow and so
i didn't know we can't auto summon off hand summons (i never used off hand summon with gsh)
i thought that if t10 behir get summoned it will be tanky(doesn't die to enemies fast) and horde so it could be useful before ppl get pact staff
I have been playing with the beithir staff, it's always been a GSH weapon at heart, beithir is really good for blood pact. Can ne a pain to get all 5 beithir out but even with a few of them you're throwing decent blood pacts. Plus they have good disruption attacks.
Its more of a raid weapon, honestly
And it's BiS for BP duo, but overall it's worse than dual wielding, and for HyPa it just isn't any good
Hypa to set up buff, blood pact the main damager, very consistent. You can even life pact them back up if youre a nice guy.
20 pact on the staff would be pretty generous, as a believer in beithir i'd be thankful.
If beithir staff got pact stat, i think bp would be very nice on it
I was getting a few 3-5mil blood pacts with it with conservative buffs
Idk, wouldn't it be better to just summon and use BP, or just use HyPa and not BP?
Like, you're killing your summons with HyPa, which reduces your BP damage, and you're risking that for some temps that might fade as you charge the BP, plus you might not even get the temp mag
Hypa is expensive, and for whatever reason the autosummons are not summoning enough to feed me as ammo. I'll take the huge hp of the beithir and fire off blood pacts. Hypa just can't sustain.
Hypa let's me charge the hydrus boost but the longest ive gone without an autosummon in testing is 24 turns. Normally 10 turns and nothing is bad enough
If it were an uncommon thing I'd chalk it up to bad luck, but there's a lot of times that 40% feels more like 20%
Just now it took a skeleton 9 turns to summon on gsh, lol
Thats so nasty
To my surprise, hypa is not a very good sweep attack. It being a multi-target attack seems to actually just hurt it. It's a good charging skill tho, and CAN be clutch, but I'd rather just use any other AoE skill off the 2H weapons even if it means 100-120 less pact damage.
Yelmogus Staff is my current choice in mobbing
Also beithir replicate himself, even if you kill it there is an high chance to refill the board fast
Beithir replication seems to have been toned down, I remember it used to be a lot more common.
Dang things used to try to spawn when there was already 5 out all the time
Yeah, it's not working properly atm
#1449756538565824605 message
Plus they are cute
My babies
Then hydrus pact only doing like 900k, its wonderfully silly
Beautiful
Starting to come around on Hydrus pact raiding
Would be great if they fix the invisible summons though
Did you only put skeleton (VSS, Summon dead) on spells loadout?
Would that for whatever reason increase the likelihood of anything spawning?
Oh, is a "full slot" screwing it up?
If, charon ritual trigger..
Summon dead will give you 3 - 4 skelly while summon VSS 2 - 3..
Thats IF the ability triggers, it's just not triggering. I run a. dragon, cockatrice, and skeleton for the bulk summon for pvp.
I get that you don't want them to always spawn for some fairness as you very quickly ramp up if you have consistent ammo. The luck can be really nasty.
Idk about you guys but it is rough trying to get summons out in horde and more specifically tower content, even decent hp summons can get erased before I can get any hypa's off
Yeah gsh isn't meant for towers lol
GSH upgrade went well. Low AL players now taking my territories like piece of cake. 👍
I can only imagine it looks like this:
Low AL Players already had Bloodray which hits that hard without a doublecast, can’t miss, and can’t be blocked
I’ve found people able to resist even my all in magic build of Hydrus Pact and it can miss or be dodged or blocked by a pet and splits its damage if there are multiple targets to get. I actually don’t think Hydrus Pact is an issue whereas I think Bloodray is
However, since ward scales so obscenely well with ALs and mages have largely been left out of PvP spent much of the last several years at a severe disadvantage in PvP (and can’t defend their territories with these moves) these things are needed if PvP isn’t going to only be tailored to the top 1% of players
If anyone could give help or advice, I'm struggling in towers using hydrus pact and not having summons respawn quick enough. Here is my current gear set..
I plan to go to quarterstaff once I get the adorns for it, still leveling
Hydrus pact is beyond not being usable in towers
Is any other multi hit possible? Like AV2?
If you want tower build, go gsa with yel armor, apol 2 quarterstaffs/cele axe with summon stats and shield
Or
Gs mixed bp
With ad and ghydra/mammoth
I have a perfect GSA tower build, its just slow
Then its not Perfect
Yea i can see it
Really?
Not enough summon stats
Heres mine for yel towers
For normal towers i can do double quarterstaff or cele axe mnem tshard adorns and shield
I don't have any yel stuff unfortunately
If you don't got quarterstaff, cele axe with eos augments that give summon stats work
You should try getting it slowly, even standard ones work
Gotcha
For summons, i use ad and mammoth for yel
For normal its panda and jinn
Gsa and maybe gsh bl2 are two main tower classes for summoner
Where is yelbeghan? Dungeons or dens?
Special towers
Hydrus pact only care about magic, pact power, and summons on field..
5 arms of eos and rift summoner helmet already overkill..
Consistent ammo need summon dead and summon VSS in your loadout spells..
If you bring other summoning spells that only spawn 1 summon, it can ruin it and still has some issue with multiple enemies..
Since it's very luck based, need to pair it with disciple of finesse spec..
I like Ghost too since they also summon multiple but are immune to physical thus may survive an occasional attack
I will say with Hydrus having comparable magic to HCorvus, you can just BL2 through towers with it. It has the same issues as Heretic plus summons minus the ability to AV when you need to clear a dangerous floor
I dunno, I haven't had any problems tho.
Since there's no talk here, ima say something
How about making yel quarterstaff have no bl2, but autosummon, +targets from pact and pact %?
Making yel summoner staff actually be summoner releted not worse version of greatstaff
Auto summon +20 in exchange for a celestial staff with 5x pact effectiveness and nekro staff?
More consistent auto summons at the cost of lower DMG output
Auto summon, pact % and maybe +target from hypa, making it hypa actually be nice for horde content
It would be worse than current hypa builds for raids so it that content would't be affected
I'd rather have a new item than do that to the Yel Quarterstaff, myself. I say that because BL2 plus buff dispersion isn't useless to me 😄 but I'm the weirdo using GSH in towers 😅
I'd also say let's wait and see what January brings with the theoretical morri remake! 😄
First and foremost we need to wait for the fixes to happen concerning
- split dmg calc
- chain chance
- invisible summons
Since those directly influence our gameplay.
Put that on beithir staff
Oh lord more cOrt stuff
Since you're the main voice behind this rework. What was the main idea behind it? I thought it was to make GSH good at horde content but I only feel like it improved raiding and is still unusable in horde dungeons or towers
(+ 1 ward turn per sacrifice when using hydrus pact 🤭)
I'm the one who summariezes the thousands of messages concerning GS matters over the course of literal years.
The voices are you, the community🙂
Yes the main idea was to make it outstanding in fast paced horde within its classline.
Competing with others has been taken into account power wise but was not the main focus.
Like i said kinks have to be sorted out to get a propper picture before making any adjustments in terms of raw power since like you mentioned a neat sideffect was GSHs improved raid capabilities.
That's a balance decision not a fix.
The description says "one ward turn is gained per each summon sacrificed"
I get that. 0AL RS or deity can perform better at higher anguish than my 80AL summoner and that's very disheartening lol
The tooltip is wrong and misleading however it reducing it to 1 turn per use rather than 1 per sacced summon was a decision.
So the rework took a year? Released as a buggy mess and is still weak. Lol
Not that it is the same thing but I’m sure they feel the same about endless
However, I think once the damage split is fixed and invisible summons, hordes should feel better than they do if I’m not mistaken. They feel a little clunky but I’ve been enjoying hordes without relying on BL2 or Despair so far
And as has been the case with most classes I end up enjoying, I try out the things where people say the class is weak so I’ll be working my way up in Agony and Melancholy on Anguish so I can try and theorycraft/provide better input that helps the high AL players
That said, I’m not sure I think the class is weak myself
I feel like the community is happy about a small improvement even though it's still not enough to make the class good
Or maybe my expectation was higher because we've been waiting for so long
I'd argue gsh is bare minimum for it to be considered class naw, however i'd still change 2 passives for anything else
Guidelight passive should be built in summoner class not as passive, its kinda expected from it.
The discussions leading to the rework took a year since we had an attempt like a year ago but the discussions about it went on, across the betas.
I'd not call it a mess, yes it has some hickups to work through however due to HyPa being a brand new mechanic technical wise that's to be expected with the beta testing crowd being rather small.
And 'weak' doesn't do the class justice imo.
Fine it's not weak
But it's not great
It's the bare minimum to get by and doesn't even meet that on higher anguish
Especially since it was advertised as being great in horde
Don't know why we lost T.All^^^ from list of buffs from hypa
Don't know why proc chance of t.mag^^ and t.mag^^^ is so low
Both of t.all and t.mag can be gotten from a pet for other classes
Overall damage of hypa was decreased by a third from beta
That's from raid comparison at least
That’s cap, if you’re talking about the multi-hit removal
It’s true that now it’s more difficult to hit for the same amount as in the beta, at least with no damage limit break
But the overall damage hasn’t really changed, unless you’re stacked
Difference is that now it’s one big hit instead of 3, but the damage is arguably the same
As long as you’re using damage limit break, as I mentioned before
What suffering?
From screenshot you can see it's not because Geo hit cap you can't tell
And fraudulent testing you have more buffs lol
Hell yeah, baby. Welcome to summoner supremacy. We do not ANGUISH, we SUFFER damnation for our sins(using buggane in t8 pvp).
Suffering indeed 
My main problem is definitely the charon passive, doesn't feel like it procs enough to call consistent
Summons die very easy at locked 80% summon stats, basically anything can 1 tap them like nothing the further anguish you go
And AOE staying our true counter regardless of the celestial class change, is just evil 🤣💀
That's imo
It's just to show the difference of capping per (multi) hit vs capping at one hit i think.
The dmg did indeed not chance from beta to live, well it did at first from fixing the on hit effect bug, but got reverted to their former values.
All concerns i hear atm are number concerns
- no t.all+++
- t.mag++/+++ procc too low
- CR rate too low
- no multi hit (hitting cap)
Those are concerns that may or may be not tackled in the future when we have the data and experience with the new class to support those eventual changes.
They're not concept related.
Again, we've to wait until everything runs smooth and then go on about what needs to be changed .
Eh, no..
Suffering for me using GSH is finishing raid below 1 minute at that shackled anguish level..
It’s just to show that now it’s a big bit vs the previous 3 hits, and he had DC up and more AL in that ss
I misunderstood. I apologise
I blame the autism 🙃
Still, it’s true that it was better in the beta in that sense
Since now you’d need to give up some things for the damage limit break
But yeah, the overall damage hasn’t really changed
As Kaine mentioned here
What's CR rate in this context?
Chance for Charon Ritual to procc
Oh
Yeah.
I would've preferred for that to be the baseline and adjust from there instead of having to work back to that
Now we won't see another balance change for another year
This, was suffering..
Cade deleting all summons every turn is suffering
Same with fjorm spamming chain lightning
Scrugg is evil too
A.mammon turned into krampus
Tried it too with usual HyPa strats, doesn't work. Fell back to stronger summons and it wa okayish. Base GS even better. Having weaknesses is to be expected.
HyPa is one part of the arsenal.
Also i personally dislike the 'in beta it was stronger' chatter.
Beta is a testing ground.
There's been times where GSH was way weaker or stronger during testing and exploration.
Referring to beta values and being stubborn about them just leads to cautious developing in an environment where we all benefit from transparent exploration.
We're live now with live values and a kit we were confident with to publish, that needs to be tested and verified, so let's focus on what we have instead of what once was during a testing period.
i would be happy to balance it back to beta version 😆🤣
Dude i just gave a 'let's move on from beta' speech
i want beta gsh too🫣
My biggest issue is Second Chance, it is basically a death sentence on GSH, not a saving ability.
Your entire team is wiped and you're left there waiting to be put out of your misery. You get an extra whole turn to say your good byes.
and just in case your cr rate helps any aoe or horde enemy Will be enough lol
Does crit rate impact blood/hydrus pact?
probably no since both can't crit
That's what I thought too
that is why nobody requested crit poise on gsh
Well you can't add crit on quad scale spell
and a spell that is created to avoid ppl from using quad scale spell
It honestly hits hard enough as it is without crit if you spec it right, it's the misses that get me, haha
Beta Vs live in general is a weird progression in orna not just for GSH.
We test things, we say "oh that's nice I like it, it's strong but fun" and Odie goes "well we can't be having that" and gives less
This happens almost every time lol
Ngl, rework of yel quarterstaff to make it actually summoner weapon and hypa bug fixes would make gsh decent at horde maybe
Or new summoner mainly items that would give hypa buffs
For eg staff that lets hypa target more enemies with 2 summons
How is it not a summoner weapon when it has summon stats and the disperse chance?
The conversion from the final stage beta GSH to live was solid.
The thing that mainly changed was the multiple hits that interfered with HyPa being able to utilize on hit effects.
Summon stats don't matter for gsh, same with disperse
Greatstaff is better option for gsh horde content
GSH isn't the only summoner, say it's not a GSH weapon, if something
Alr, but for gsa it's not usable too
Only endless, but again, that's 1 content where it alr excels at
This yeah
Ophion banner or summon stats are simply superior options for gsa
So ima still say yel quarterstaff is very mid for summoner
And that greatstaff is better
You can use it with base GS for an hybrid player + summon dmg
I was gonna say it's a lower end summoner weapon regarding % but it's pretty good, about half the summon % of most boss-level summon weapons
Summon stats matter, my blood pacts need yummy yummy hp
Less meant for a summoner playstyle, and more meant for a mage playstyle
Imo yeah I do think BL2 was very questionable for a summoner weapon since 90% of summoners can hardly make use of it, till the GSH rework, now it's effective on GSH but dispurse chance makes no sense on it
Ima just say, summon stats don't matter when using gsh yel quarterstaff, there's no use for it to be there kinda.
Also agreed, however greatstaff just does alot better job there since higher mag stat
Just checking in. Chain damage and chance of hypa still not fixed? Same with invisible summons?
Not to my knowledge no
so any updates from players who still testing gsh?
any testing in party play?
i kept suggesting even back in the day that gsh should be able to hit 3 enemies with hypa while having 2 summons. Especially for party play, you can only get 2 summons for the party of 4 and u can't reliably clean up well on higher floors. Cus split damage and having 2 summons isnt enough.
with no ward upkeep it's easy to get taken out if u miss and don't proc parting remark. We don't have summon prot so it's expected to get hit a lil more compared to other gs classlines with summon prot.
Hypa not giving u 3 ward turns even doe u hit 3 enemies make it really difficult to sustain that. And it's not efficient to just sit for 20 secs spamming woo, and even if u chink the horde down to 1 that would still hit u with a decent damage, enough to chunk that ward down. Making the ward practically useless since u have no more ward left.
and this is also the reason why damage split isnt as good especially for party play. If u can't kill with hypa, there'll be a lot of hiccups and no kill = no parting remark proc so meaning more hiccups in the dungeon run.
I wish t. mags would have a little higher proc chance like 35% compared to other which only have 25%
Gsh could be further improved, but for now I don't think this is the class built to excel at hordes. Right now it excels at raids which is a good bonus ofc but horde content could use some improvement
u can't do towers with hypa, as opposed to heretic's vestaga skill line up. It be a lot fun and would actually offer more build paths if there are items to support and synergize with gsh's passive. Cus right it's most just 2h for aoe, and then celestial weap for a pact spam in dungeon that could be 2h or dualwield its up to u. And that's pretty much it, pact dungeons is alright but not practical imo. I could do envy gsh but that would not mean it's practical, it'll work but realistically that's not how you want your dungeons to look like every run.
Less time = more efficiency
I'll just drop my 2 cents here, honestly i just gave up on making gsh work on mid-high mel. It doesn't feel like a great horde class that we talked about and tested during the beta access and beta discussions. Right now gsh feels like it's only halfway there, im not saying there's not any improvements, there's a lot actually. But let's not settle and get carried away by hype cus gsh was literally unplayable to barely playable.
by barely playable im talking about doing the bare minimum
Overall agree, gsh became way better at raids than it did on horde proportionally
Still waiting for the split damage fix to roll out maybe that will help but yeah dungeons feel really rng
Luckily we've most points noted👍
https://discord.com/channels/448527960056791051/1449756538565824605
including
- chain chance
- lower split dmg
- ward turns
I'd wait for chain chance to work on HyPa before adjusting how many opponents are hit.
Tower capabilities is an interesting one, having Hydrus staying charged during tower was one suggestion but i don't know how that'd work.
Maybe making it not a battle but an overall chargeable passive like Crest of Lyonesse?
Anyway i don't expect any changes until 2026.
Chain chance sounds nice, those other things are pretty nice as well.
- maybe a weak spam summon mob that is immune to magic damage?(like how ghost is immune to physical damage)
so for raids I tried a bit of things in some hundred raids at a variety of agony levels (mostly shackled so ppl can test themselves and we rule out high al as the reason the build works) and here are my takeaway for gsh:
- have to be sequencer. there mostly aren't broken amities for us to raid even if you have a 50 pos double liner that isn't broken. occasional double cast is good enough with the added mag from seq, and it allows to play 2 turn DC which sinergizes with buff duration which we play for "obvious reasons". also we desperately need ashen ruby so can't be celestial+ shield, nor 2h build. also we need dam cap break on anguish passive on a weapon (unless pos+dam break amity)
tried various chests, it basically has to be Dulla. balanced and decent Des/res and tmag++ is kinda broken in our style. same reason why it has to be 2x lugus accessory unless you are dealing with a bunch of the same raid and need a specific immunity
Hera robe is less damage than tmag++ up (although higher cap as we can get tmag++ anyway ourselves occasionally) , dynasty is better in legs regardless if that's what we want to use. so only flex spot is legs where it's FSS vs dynasty vs last martyr Legwraps. the latter if we have everything rolled high enough that with ornate rhadas or jocs everywhere we start to tank for real
head is necessarily arisen rift summ, can't do better than the x1.4 guaranteed.
adorns in nekro 3 orichalcum + ashen ruby. starting summons I am still uncertain even after hundreds of raids, lately I am doing vss/dead only seems to work but who knows.
we suck vs aoe raids (scrug unplayable, snake almost unplayable and so on), summoning raids we are slow because damage splits
Cockatrice cernunins? Petrify + song of magic for that mag^ but could be replaced with anything else I guess
Sphinx kit could be good too for RNG cleanse
I been using beithirs for raids with 2h support just cuz blood pact let's me smack decent
uh any update on bug fixes or buffs?
this thread is dying (it's actually already dead)
Not yet, i'll continue digging once we're one week into the event.
After more than three weeks since the GSH rework, I would like to share my honest opinion and feedback on the class overhaul. (The Necromancer-style gameplay is a brilliant idea.)
First, I will explain the passive abilities, then the skill Hydrus Pact, and finally give an assessment and share experiences from the different game modes, based on time spent in the beta and later in the live game.
Passive Abilities
Paired Essence IV
[Quick Summons: 2] means Turn 1 ammunition with solid damage in PvP.
Charon Ritual II
[40% Auto Summon Chance] feels good overall. In some situations you wish it would trigger more often; in others, the field is already full anyway (e.g. when casting buffs). For me, this feels well balanced, especially since you should still rely on summoning spells (I mean you are a summoner after all...).
Because summons now serve as “ammunition” for Hydrus Pact, this passive is also absolutely essential.
Regarding [Second Chance (10% per Summon on the field)], I hear a lot of negative feedback from the community. First, the chance is quite low unless you have five summons on the field—which is rarely the case after using Hydrus Pact. In practice, this means a maximum of 20% activation chance after attacking.
Additionally, when it does trigger, you are left without any summons because they are all sacrificed. When Hydrus Pact still granted three Ward turns, this felt fairly balanced. In its current state, it feels more like a minor annoyance and somewhat out of place. That said, since I usually don’t have a full field anyway, I don’t notice it that often.
Grand Summoner of Hydrus
[80% Summon Stats, 60% Summon Pacts] fits perfectly, as the focus is clearly on pacts. This is an absolute identity-defining passive.
Hydrus
[10% Souls Collected] up to 100% is a nice stat boost that charges extremely well through Hydrus Pact, especially in raids.
The [Sacrifice Effect: 10%] temporary buffs are particularly well designed. This is a completely new way of buffing and gives GSH a strong and unique identity. With 50% buff duration (Amity) and Orichalcum Mortars (5% each), these buffs are good to maintain.
The removal of all^^^ is an obvious nerf compared to the beta—offensively, probably the strongest one. I would personally love to see it return, but that is purely my own opinion.
Spell
Hydrus Pact
An absolutely fantastic spell that does not scale with summoning stats. Very high damage is possible (100–120% Pact Celestial Staff + 40% Pact Helmet are essentially mandatory).
I really miss the possible three Ward turns (one per sacrifice) from the beta—this is honestly the change that hurts me the most. Sacrificing summons and then having to cast an almost mandatory summoning spell afterward created some sort of a loop and 3 ward turns was a good way to avoid being completely defenseless.
I strongly hope the three possible Ward turns make it back into the live game. For me, this would be the solution to compensate for the previously mentioned Second Chance drawbacks.
Game Modes
Raids
I think Blood Pact builds have higher damage potential, but I personally enjoy the GSH playstyle with Hydrus Pact much more. There is room for improvement in Ward turn management. Otherwise, it’s a lot of fun. Build variety is somewhat limited, as much of the gear feels almost mandatory (Pact gear + buff duration).
PvP
Very strong Turn 1 damage potential. After that (if you miss or the opponent survives), the class becomes extremely vulnerable and usually loses, since there are no summons left.
Dungeons & Tower
BL2 is the best option against more than three enemies. Against single surviving targets, Hydrus Pact is useful. In principle, everything is doable, but the class does not particularly stand out.
I hope for some adjustments in the near future...
Btw Hydrus passive doesn't boost any healing pacts like life pact
is it just me or ward doesn't help when you use hypa in coa dgn
if enemy attack after hypa
Are you frogged?
maybe that's why
To my knowledge, that is because healing pacts don't care about your mag stat, only about your HP, pact multipliers and MagBuffs
class stat passives (Like resurgence, bastille, and hydrus' souls) actually increase your stats, rather than being buff multipliers - so it adding to your mag stat isn't increasing healing pact effectiveness
Oh it's definitely adding to healing, I was healing huge amounts once my magic was buffed high
I did a personal test to verify, but John hits the mark. You're only healing that much because of the mag buffs, not because of hydrus passive or mag stats you have.
I confirmed by comparing the healing with 2x arisen rings and without, no difference. But once I popped a mag^ that was where the increase happened
GSH does heal more due to its bigger HP pool and inate pact multiplier. That's why you could consider switching before using LP.
Fair, thought about that just now
@void scaffold what changes or fixes do you think is the best atm for GSH? Is it at a good state? or still bad? What's your opinion on the current GSH vs GS/GSA scaling problem? I would like to hear your thoughts about this. cheers.
before buff we need to get split damage bug (if it exists)
Also are HyPa I/II chain skills? Do they benefit from Chain damage buffs?
HyPa is sort of a split dmg AoE with a weird dmg calc on multiple targets.
As MrPlague said we need to sort this odd behaviour between single and multi target dmg out.
Also it's currently unaffected by chain chance so hitting e.g. 3 targets with 2 summons sacced is currently impossible.
It's overall in a much much better state than pre rework. The best state it's ever been. Currently i prefer it in raids and horde content due to its comparably to its peers massive stats plus the t.buff multipliers and the safety that comes from them.
A. Morri at Ang 5 doesn't even scratch me.
I don't see a scaling problem since due to its buffs on buffs on buffs nature it scales just fine imo.
Things that need to be adressed
- dmg calc against multiple opponents
- chain chance
- invisible summons
Stuff that could be added
- HyPa ward turns per sacced summons
- some more def
- more gear that fits its style to shape it
.
i would put def down on the priorities since the new serpent pearl kinda solves the problem
maybe alternative of second chance too
This was just my personal opinion.
What the majority seems feasible is here
https://discord.com/channels/448527960056791051/1449756538565824605
900 K damage pact should be divided evenly at 300K each, but idk why mine did 90K on each (T.all+ and T.mag+++ excluded).
also the graphical bug on summons not showing when CR II peocs.
and ward turns
@void scaffold is the 40% and CR II and second chance in a good spot as per your opinion?
Imo second chance should also pop out all your buffs so you actually have a chance because most other 2nd chance classes become deadlier if they survive. Recliners deal more DMG, have higher dodge, more stats, somewhat similar for blue lining hera.
Second chance GSH is naked without summons and without HP, best they can do is pop a panacea and hope the next hit isn't another OHKO, or cast summon dead and pray the cannon fodder gets hit, and then hit them with a hypact
I somehow agree to this, but idk if life siphon can fix this if equipped
I actually like the idea of 2nd chance proccing Hydrus' t.buff chance
Like all the T.Buffs in one?
No just the usual 10% per sacced summon
On the other hand i think every pact like e.g. Sacrifice Pact should trigger those t.buffs too
Sounds interesting for me. For dungeons: if t.mag procs, you could use an attacking spell, whereas with t.def/res, you can think about casting new summons.
Sounds good but i think it could be bit higher, since your kinda defensless after 2nd chance
Maybe 20%
It technically is bigger than usual since you can sacc up to 5 summons this way instead of the usual 3
Depends, often you get hit after using hypa so you got 2 summons, unless charon procs and you can have 3 to 5
I personally don't like the 2nd chance killing every summon but it is what it is, so atleast give us smth in return
finally my suggestion has been noticed (now i can die with peace XD)
yeah
imo, GSH's Second-chance needs to satisfy 2 requirements while the other's only have 1 requirement.
GSH's Second-Chance:
- Chance for it to proc
- Needs an active/alive summon in field
Other Class's Second-Chance:
- Chance for proc (BeoH is the same, but the pet will fall instead of you)
I don't mind the uniqueness of it, it's just the extra requirement for it to proc.
hear me out but if gsh can get recharge like passive but that fills mana but instead of crit there is x% chance of recharge (let's make my rng class more rng XD)
instead of Mana it could be anything else if it's useful enough
ik this is a bad suggestion
but maybe
maybeee
Swap out the Second Chance that has poor synergy with something like Staying Power(buffs last longer, debuffs fade faster)
Every single time i've had second chance go off i'm basically dead the next turn with nothing to do to protect myself anyway.
All 5 summons are gone, and you're like a fish scooped out of the water waiting to be put out of your misery
Smh, few of us wanted it but deities won't like it
Ooh, staying power would synergize so great with hydrus passive! If I remember correctly, many deities were more concerned about keeping steadfast than staying power?
But w/o staying power, maybe it even makes sense to switch some gorgon/cerus adorns to orichalcum mortar (and some pinions)? (in contrast, the 40% crit amities are probably too valuable for chaning to +50% pos status effects) 🤔
Yup, but pretty sure it was suggested alr couple times, even i suggested it once i think
Probably way up in thread tho
ah, ok. too long thread... 😅
others might hate it for GSH having Staying Power, HyPa already doable by Deity. They might say, "Why not play Deity - Dark Riftus HyPa", "why make more OP, more OP".
Maybe add a "Spell is better when used by Summoner Class" into Pacts or something.
No, there is no "staying power" in this thread - must have been a different thread 😄
I don't think deity using hypa is that bad no?
But I do agree with Charon Ritual II's Second-Chance being not synergyzing with GSH's kit.
I think some are against it.
It def won't come close to gsh, i don't see it as bad thing. Beo with eos can use hypa aswell, maybe if deities could use it for free tbuffs but tbuff proc isn't huge and they got alot better options
Is it the same with the Spike Shield/Chained Shield issue? Where any class can use it?
I feel like it's the same, but I only played SS on RSDora and GSA.
Yeah, I don't really see the problem of Deities using HyPa, I mean they can play anything cause they are Gods, they can even use any gear. Also they lose like 60% Pact Damage by using Deity class.
Autosummons too
Not like its usable outside of raids(pretty sure) since your spending turn and apex on summoning
100% from Celes Aug + 20% Nekro + 40% on Rift Summ Head. So about 160% Pact dmg for Deities.
- they need to charge Apex to Summon Dark Riftus right?
I really don't see the problem that they are fighting.
Passive - When a pact deals damage you restore .5% HP, Mana and Ward for the total damage done by the pact.
too OP?
i actually want ward regen passive with gsh
not sure if 0.5 is good it should be a bit lower
We could play around summon slots/field itself, make it become a resource too. 5-4 Summons alive, GSH gains 60% Magic. 3-2 summons, GSH gains 35% def+res/ 35% Magic. 0-1 summon alive, GSH gets 80% Def/Res (or something defensive like evasion).
Only one out of the three is active depending if the requirements are met for each one.
too complex
and inconsistent because or charon ritual
A bit complex, i agree haha. But the idea is if the at the end of buffing stage when field is full, you have increased mag because 5-4 pacts are alive, you HyPa, sacc 3, 2 left you are in 2nd stance where dmg and defensive stats are turned on. If summons die, leaving you at 0-1, you become tanky. If CR procs and field gets filled, then you get 60% mag bonus and HyPa
i see but it's too complex
it will become difficult to utilize it
I don't need the debuff fade, I'll take a buff duration+. Go through all that effort to pop buffs and they fade right away is wacky
buff duration would be nice
Yeah, so gods would have "steadfast 2" (which includes 40% buff duration and 40% debuff fade), and GSH "steadfast 1" (30% buff duration) 😁
I don't think buff duration is needed ngl, gsh is pretty good as it is, we just need the bugs fixed and we can brainstorm after that
Currently dungeons feel off because of hypa acting weird
And CR spawns invisible summons during raids which makes it really awkward
Ward turns on hypa definitely need to be increased though
it's about to be month bruh everytime it's 'we can brainstorm after that'
having suggestion isn't bad
btw i think that seems a bit rude sorry
No dw man
But I don't think buff duration is needed on a passive
We have 50% duration amith
And mortars
Thats like more than enough duration ngl
sure I guess
But for Dungeons, we need 2x 40% crit amities, no? Crit+duration amity would be peak 😁 but yes, orichalkum is an option (I guess I need at least 2 full BL2 sets 😅)
Depends, works for raids sure, put 3 mortars on nekro and boom, but for dgs? Its hard
But i agree, if those bugs are fixed, maybe dgs will be possible
Without 40 crit 50 pos amity tho, you can't use bl2 which is best dg option with thinblade but that's not gsh thing
Once hypa gets fixed it's possible storming tempest with chain dmg might be best option, or another non crit option
I could be wrong. But from what im seeing you get quite a bit of milage from going hybrid
Took forever because i kept playing like a bozo but hybrid actually works decently. Only using like 1 pact on my Lute if it was full of pacts could be much stronger
I kinda like how it its its versatile and tanky with almost any build you throw onto it.
It isn't
Anything can work at low ang
- from what im seeing your runs are slow
I agree with waiting for fixes for hypa to decide, but it def isn't gonna be comperable to other mag using classes in horde content
Gsa does dg/tower faster and safer, especially at higher ang
his damage is lacking too
XD i don't have good gear yet
Show
Also, it doesn't matter much, my friend still does gsa dgs better than his gsh bl2
With perfect ornate greatstaff
And near perfect ornate set
This would probably work better with a qatvanga lol
Tbh im waiting for mori event because apparently the phobia thingy is also a Lute
Quest*
i would suggest using gsa for dungeons..
the jinn and beaver work great
jinn + panda is enough
oh i meant panda yeah
summon a few of them in your best summon gear
then swap to buffing gear and finish the dungeon
if you like swapping you could swap sets after buffing to either full horde dungeon bonus or orn boosting gear
You don't even need panda, aoe like jin and mammoth work great too
You kinds need mammoths if you pushed mel without higher mel
Why thrud?
Better to use Snotra..
😑
Nah
Sontra hits less with hybrid because at 10 stacks it has enough attack for hybrid to actually matter.
Hybrid + pact bonus actually fucking slaps.
All of those are spells..
So hilder for atk + magic.
It's not work like that..
Vs snotra which massively reduces attack and fks up the hybrid Damage.
I understand hybrid ideally they are the exact same. But it hits harder
Iv been using it all week
Its a visible difference
Battle buff mostly M2 increase..
If it's low damage, mostly because your mag and atk stats is not balance..
with qatvanga you can fill it with solarite mortar for 2h bonus and use snotra, should have an higher boost than going hybrid since gsh atk is low
Irs really not low attack is what yall are missing.
At x10 buff its attack balances out alot more than you think.
Atleast if feels like it.
Like im guaranteeing someone with actual good gear & hybrid run hybrid and they'll deal more damage filling Lute with pact hands & hybrid amity that max mage.
Like shit dont make sense but it just works.
Especially when you go from pact to non pact moves your damage is exponentially greator
Probably like 5% better than pact w.o hybrid. And 50% better than max mage qatvaga
Yall were right. However theres definitely a place for HYBRID even with max mage gear.
idk bout that
I dont get it or why it works but it does.
You'd think making spells hybrid would LOWER overall dps but it just doesn't.
They stay the same and sometimes are even better than just mage investment.
Im wondering how much attack the passive gives
guys hear me out
if you tried gsh with dof/bof you'll realize that extra turn is very very useful
remove second chance give lil avidity and lil dodge chance
You know avidity is a shadowmancy only thing, right?
you know that gsh is also a thief right?
even if you don't consider it it's not a problem all i want a some passive that give extra turn sometimes (if it doesn't happen it's fine too) but
dodge chance on gsh (dependent on no. of summon on field) is necessary and is way better than current second chance
it even synergize with current second chance
Current second chance has never proced for me.
it's dependent on no. of field so it doesn't synergize with it making it inconsistent
that's why it never proc for you
it rarely does if you are using hypa
Almost all of my deaths recently iv had 5 on the feald.
you got unlucky ig
Amori likes to attack only me multiple turns in a row xP
same
heretic has 2 manaflask skills that give extra turn, deity has a passive that allows it to get extra turn upon using apex skill
both are important for their classes
and both fill fast and are good skills
another thing i would like to see is instead of hypa cap (10 million) it should be summon sacrificed cap (10 million) only in horde dgns. it makes sense that they nerfed it because it was good in raids but this affected horde too
but this can by discussed after split damage bug fixes
if there is any content where i don't have complains from gsh it's pvp and raids
can you reach cap with it? because i can reach cap with magic build if I'm lucky
Then figure out a passive or something that gives us extra turns, but we won’t be getting something like that
i have a idea
i mentioned it previously too
lemme repeat
It’s just crazy that you even seriously considered getting avidity when it’s shadowmancy only
Doesn’t matter if we can equip thief equipment
That doesn’t have anything to do with it
not exactly avidity just something that can give additional turn avidity was example
i wasn't able to express myself clearly
'avidity like passive' should be inversely proportional to no of summon on field so if you have no summon you may get a extra turn
it still would be low so it's just helpful and not exploitable
tho I'm not big fan of it and want dodge instead
Imo remove useless second chance and give summon protection back
it doesn't synergize
What doesn't?
Summon protection is alot better, but would't it be problem too since gsh usually got 2/less summons since hypa?
Yes, it would. Yet it would still be better than second chance as it is now
summon protection
that's why i want dodge
inverse proportional to no. of summon on field
Right, because second chance synergizes so well
yeah both are bad
since security increase with summon
and gsh sacrifice summon
gsh should have survivability when it's summon less or has less summon
I remember suggesting this as well during beta
most of my suggestion are your with little change it's not copying 🫣
I did extensive testing. And I was dead wrong but confirmation bias did me dirty with 60/100 sucess rate.
Still the fact that hybrid works attall on a essentially mage class blows my mind
maybe hybrid would've work when we had t. atk instead of t. dex
but because how less t. mag was procing ppl complained and it was replaced with t. dex
Man I'm just waiting on the fixes rolling out lol
Also about hybrid, odie proposed it with giving t.att to the buff pool
But we thought it was a bit useless, given how you'd get attack buffs even on non-hybrid builds
most ppl didn't like that they were getting t. atk instead of t. mag
same
it will be a month since gsh Was reworked in 2 days
but still no updates
"they don't really care about us"
me too lol just waiting for some changes
chain chance proccing is an alright feature i guess, but its not really that interesting. You can't sustain hypa anyways so in towers that would only slow u down. Especially in horde dungeons, if only riftlock get can some 2nd passive that would be able to cater only to gsh like auto summon. If riftlocks where to have 15-20% auto summon chance, then if u equip both you can just do hypa on dungeons reliably. And towers could be much more interesting too since 70% of the time you have an ammo to use.
(why i said 70 is because if we settle for 15% and then equip both riftlocks and then add gsh auto summon % we would get that.)
At least to some extent gsh would be able to carry out dungeon run with chain chance gear + a sustainable hypa
Omega riftlock having 2nd passive called "15% auto summon(gsh only)" maybe? Something like new gear but instead only pve, only gsh
i mean thats only gonna work to gsh im assuming since we're the only one that has auto summon
its more like a boost
make sense
so it shouldnt give the ability to auto summon for other classes
just put quick/auto summon: 15%
Isn't quick summon 25?
nah its gonna be hellish for gsa I dont wanna take 4 turns spawning mammoth 70% of the time
is it? don't remember, i never use it
it is
but you gonna get it for cele weapon too
And 25 for auto summon would probably be too op
make it non stackable
celes weapon only stack the chances of you spawning the summon with less than one turn but it does not gurantee that itll proc every time
and who'll use arm of eos instead of feet
i never use quick summon and it shows lol
why give up the current quick summon passive?
when we can just add a new passive line that will only cater to gsh anyway?
yeah
you are adding a passive for only 1 class
it's as if you add critical poise to armor
only one class ca use it
i mean ideally i would like it to be 20 so we can have 80% auto summon chance but knowing this community 15% is the most ideal one to get push through
i can't argue with that
but things have to start somewhere
classes like heretic have manaflask boost and deity has apex boost
but that's why i'm saying to tie it with quick summon, for gsh is useless
either we add a new line or just create a new accessory when new rift event comes out, anyways thats just an idea to make hypa sustainable. It shouldnt be necessarily on riftlocks anyway, if its possible to create a new accessory for it then much better.
colletral, pet protection/ai and avidity
but that's used for 3 classes not 1
and full class tree
ppl here might me against buff on quick summon
auto summon is only sh and gsh
since some of us keep requesting for cr buff
uh can't argue with that again
some things have to start somewhere XD
not against it, just i really doubt we gonna get an accessory or armor piece that can be used by summoner hydrus pnly
This, instead putting it on omega riftlock, you create alpha riftlock with just tjat
i can understand your point
yeah anyways thats just an idea to make it sustainable, i dont really expect things are gonna change that soon
ayo, hypa gives again as many ward turn as summons you sacrifice
No, it gives as many ward turns as you hit opponents with it
Not sacrificed but enemies hit, unless they adding smth new. That what description of spell says
Ohhh didn't read the description I was just using it, tbf I'm ok with it
I am almost sure the description (and maybe the effect, too?) was changed a few days ago
A month later and we still have invisible summons in raids?
I try to look at the action queue but that's hit and miss too
It's probably game latency, darkrift dungeon had the same problem where you could kill acolytes before they showed up
yeah but it really does make playing hydrus really annoying in raids
hopefully its on the roadmap for fixing
this is cool for dungeons, but would getting a ward turn per summon be that op also
its undoubtedly a buff to raiding, but even In dungeons i have had situations where my aoe leaves 1 strong zerk alive
and then i of course hypa it, only to get a single ward turn back and then need to WoO again
As being great in raids was somewhat of a byproduct i guess it was a way to soley buff dungeons
yeah i guess, but we still dont have the split damage fix i think?
maybe it wont be as bad when that rolls out and we can focus more on building solely for hypa in dungeons
but even then more issues arise with CR being too rng to properly be able to dungeon with it only
but thats doomposting i guess
without any bug fix or info. on split damage we can't even say anything on horde 👀
maybe cr boosting gear can help
i prefer robe or boot
tho nekromancer staff like weapon with some pact bonus and cr rate boost could be good too
yeah it would be much appreciated for helping out horde
dont get me wrong im not having a bad time with just using BL2 though
i still occasionally die which is a bit insane coming from deity where i could 1button everything, but everything has its strenghts and weaknesses its just that hypa deals sooo little damage in dungeons and really insane dmg in raids
what's the point of hypa if you just use bl2👀
hypa cr rate needs to be buff considering how it consume ammo
i need hypa to bl2, but using it feels so trash using hypa
maybe thats because bl2 is crit-based and hypa cant crit, but idk let me know if you guys found a horde build thats decent on hydrus
despair might be better since you can just go raw magic maybe then hypa will be able to kill
maybe 10 million damage cap on enemy hit instead of current (hypa cap) and beta (per summon sacrificed cap)
it'll stay same in raids
but will have more damage potential in horde
not gonna lie man i dont understand what youre trying to say
what 10mil damage im talking about dungeons
just cus it's a fact doesn't mean it's a doompost, it is what it is your merely stating the truth doe
in beta you can hit 30 million damage if you sacrifice 3 summon and in live hypa max damage is 10 million
and it splits in horde
but if hypa does 10 million max damage on any enemy hit regardless of summon sacrificed
for example your max damage on horde will be 10 million to all enemies
and in raids only raid boss will be hit with 10 million