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While I am firmly against the homogenization of profession kits, I am really only asking that you be required to choose between attack and defense like any other class. I don't want to take viability away from you and I feel that removing some of your damage totals will make room to let us make the Tarot route better. I ultimately want Summoners to be a damage class with low complexity for entry, with an alternate route for advanced players in the form of Tarot and affs. Enslavery power might figure in to that, but we'll get to that later.Aodan said:lol you people have lost you minds. I assume by non-pact unleashes you mean you have to be possessed by them to use them? are you you being serious? why in the **** would you tie the few defensive skills summoner does have into what attacks they can use? I also don't agree that cadmus is that bad. there is way more powerful healing in this game than that(see Lynyssa giggling her **** off in priest as she sits and heals here afflictions away and never dies, just as one example). it just sounds me like everyone wants everything to be the same. lets sit down and change the numbers to all match guize. or better yet, lets just take professions away and just headslam each other to death, that sounds fun. anyways, you guys can say summoner is overpowered, whatever. all you're really doing is making it that much harder for people to buy in while the heavily artifacted won't be that affected. good job.Sarrius said:
Do they need some tweaks to Enslavery? Yes. Non-pact unleash shouldn't exist. Cadmus needs an eq cost or a narrower curing table.
Moradeim ammo - a different damage type every shot!Ozreas said:Engineer: low-key secret Change sage.
#AryanaSage2018 #GiveUsWarhammers #NeverForgetIniarEoghan said:There was at one time a plan for "moonsages" to exist as three classes, one per circle. That plan was abandoned; the only remnant of the moonsage concept in the game is the Defiler class, which uses the power of Sukhder.