I'd posted earlier in a thread about "how to make the summoner less boring" and I had a few ideas, one of which had to do with synergies in addition to making the golem a heavy-hitter. I've had a change of heart and instead, have what I think is an improved idea:
Give the summoner a defensive strategy option by making tweaking the golem:
1. Make it immune to freeze and stun (as well as bleed, et al, and all mental status effects) thus making it pair effectively with the Rimebark. I'd also make it highly resistant to cold and poison in general.
2. Cut its speed in half but give it a bit more life... making it a proper tank.
This would, to my mind, make the summoner a lot more interesting.
Making the Summoner more strategic...
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Re: Making the Summoner more strategic...
Have you invested much in rage or detonate? Both of those offer great tactical choicea.
Also, have you invested heavy in the spider? Strong spiders make things very interesting
Also, have you invested heavy in the spider? Strong spiders make things very interesting
Re: Making the Summoner more strategic...
I think the suggestion is more about diversifying the roles of the melee summons to be more than just melee.
In this case, by making the golem more tanky but less mobile.
In this case, by making the golem more tanky but less mobile.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Making the Summoner more strategic...
I've used rage and detonate quite a bit and think they're both quite under-appreciated. My concern is more about the strategic deployment of summons... as HousePet suggested.
I think it could be make battles more interesting if you have to build your summon team accordingly...
I think it could be make battles more interesting if you have to build your summon team accordingly...