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- Mage guild
- State of Summoners
- 2/6/2021
- Notes by Decav based on info from other mages
- Pros:
- - Changing damage types and keeping damage potential vs. an O mage (simply summon a new set of summons with the right dtype, O mages need to use a lower dmg spell or at the highest glvls they have arcanum so this becomes moot)
- - Easier to kill reflect mobs (Sauk, Barrakith, ..)
- Cons:
- - Can't easily fight high ac/big mobs as summons have a hard time hitting them (even MS7+)
- - Can't get mob tags (summon damage doesn't count towards a player's damage dealt)
- - Summons die immediately to hit-around mobs and any room aoe
- - Significantly less damage than O mage for the same skill investment
- - Significant gxp investment needed.
- - MS7+ to be effective since summons need to hit for gxp and before this they are weak
- - Need tons of assiduity (70-80) to be able to control having 13 summons out for maximum gxp
- - Big QOL issue: summons disappear if you go linkdead
- - GXP is worse than offense and the playstyle is significantly more effort (Needs a lot more SP regen, more variables to juggle, having to summon the right summon takes time)
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