Summoner Tree idea: Wild Gift/Summoning (swarm)
Posted: Wed Mar 23, 2011 6:49 am
I've loved Summoners since I first unlocked them (they're just so different from everything else. And easier...), but I've always wanted some way to summon multiple creatures - even really weak ones - as an instant meatshield. And now that I've finally gotten one past the Dreadfell, it looks like they could use an extra talent tree or two to keep later levels interesting. So here are a few ideas, in the form of a talent tree.
Wild Gift / Summoning (swarm) (unlockable for 1 Category point at level 10. Summoners only have one tree worth unlocking so far. They should have some reason not to have five Infusions.)
1- Giant Wasp Swarm - Summons a swarm of Giant Wasps to poison and harass your foes. Swarm is weak, but VERY fast, with a weak poison that stacks.
2- Green Worm Mass - Summons many worms to overwhelm and poison your foes. Summons 1-3 worm units. Worms are weak and have a very short duration, but can use Multiply, and stack poison on enemies.
3- Hatchling Brood - Summons Drake hatchlings around you. Summons up to 8 hatchlings (max number determined by talent level. Or maybe just by your max # of summons. Type? Multihued might be most useful, but cold could work, since summoners currently have no source of cold damage. Maybe just random. Random's always fun), but only in the spaces adjacent to the summoner (the hatchlings can always move away, unless you tell them not to).
4- Frantic Summoning - Sustained (100 Eq). Increases the speed of your Summoning talents by 100x(talent level)%. The sustain cost looks huge, but it should work out. Basically, mastering the talent lets you summon 6 critters in the time it takes for one turn to pass, but until the late late lategame, you always have a chance to fail each summon. And even then, you'll earn your chance to fail pretty quickly, if you're summoning six critters at a time. OR...balance it by making the sustain end as soon as you fail to use a Wild Gift. Maybe reduce the Sustain cost to around 60 or so. Maybe leave it at 100, and let the risk be that much higher.
Wild Gift / Summoning (swarm) (unlockable for 1 Category point at level 10. Summoners only have one tree worth unlocking so far. They should have some reason not to have five Infusions.)
1- Giant Wasp Swarm - Summons a swarm of Giant Wasps to poison and harass your foes. Swarm is weak, but VERY fast, with a weak poison that stacks.
2- Green Worm Mass - Summons many worms to overwhelm and poison your foes. Summons 1-3 worm units. Worms are weak and have a very short duration, but can use Multiply, and stack poison on enemies.
3- Hatchling Brood - Summons Drake hatchlings around you. Summons up to 8 hatchlings (max number determined by talent level. Or maybe just by your max # of summons. Type? Multihued might be most useful, but cold could work, since summoners currently have no source of cold damage. Maybe just random. Random's always fun), but only in the spaces adjacent to the summoner (the hatchlings can always move away, unless you tell them not to).
4- Frantic Summoning - Sustained (100 Eq). Increases the speed of your Summoning talents by 100x(talent level)%. The sustain cost looks huge, but it should work out. Basically, mastering the talent lets you summon 6 critters in the time it takes for one turn to pass, but until the late late lategame, you always have a chance to fail each summon. And even then, you'll earn your chance to fail pretty quickly, if you're summoning six critters at a time. OR...balance it by making the sustain end as soon as you fail to use a Wild Gift. Maybe reduce the Sustain cost to around 60 or so. Maybe leave it at 100, and let the risk be that much higher.