Summoner: replacing Combat Technique with Unstable Summons
Posted: Fri Nov 14, 2014 2:33 am
Some time ago I posted http://forums.te4.org/viewtopic.php?f=39&t=40300. I'm no longer convinced that those specific ideas were optimal but I do think it's worth revisiting.
So, here are my suggestions for a category to replace Combat Techniques:
Unstable Summons: This is a collection of powerful and expensive summons which, when used, place a random non-unstable summon onto cool-down.
Locked at 1.2 at level 10.
However, each of these summons, except for Behemoth, has a longer range than the 5 for normal summons. They start at five but gain an additional range at 3, 5, and 7.
Update: Each of these summons has a fairly short duration and this encourages the use of Summon Control to make the most of them. More so, they have tactical synergy with other summons.
I think the fragile Sprite might be the most dangerous from a player's perspective.
1. Winter Bear: Cost 16 equilibrium and has 14 cool-down. 4-7 turn duration.
High constitution and strength. Highly resistant to cold, and freeze immune.
With Grand Arrival: Grants 50% stun/freeze and 30% cold resistance to you and summons in range.
With Wild Summon: Gains Battle Cry.
2. Forest Sprite: 18 equilibrium with 18 cool-down. 3-6 turn duration.
This Sprite can teleport with Dreamwalk, use Sleep, and Hallucinogenic Moss. Relatively fragile but 135% global speed and high evasion.
With Grand Arrival: Grants 15% bonus to global speed to you and minions in range.
With Wild Summon: Gains a radius 3 blind ability.
3. Lightning-Wasp infested Tree: 22 equilibrium and 16 cool-down. 4-7 turn duration.
This is a stationary tree that does minor lightning damage when hit but it quickly spawns lightning-wasps akin to the trees found in the Old Forest.
With Grand Arrival: Reduces stun and daze resistance.
With Wild Summon: Gains Static Field.
4. Behemoth: 26 Equilibrium with 28 cool-down. 3-6 duration.
Range: 3
This has higher strength, constitution, armor, and armor hardness than any other summon. However, it suffers a 50% global speed penalty.
This summon always blocks line of sight and if summoned on top of an enemy, will automatically push the enemy back (even if there's a line of enemies... it always makes space if it's at all possible).
Immune to knock-back, poison, bleeding, cuts, pins, fears, and suffocation effects. 50% resist all but virtually no capacity to evade attacks or critical hits. Sized as +2 over big.
So slow that it doesn't attack on the turn of its initial summoning like every other summon, however it always attacks 3 adjacent tiles at once.
With Grand Arrival: Becomes impenetrable. Any beams, cones, arrows, etc. that would normally penetrate an enemy do not against the Behemoth. Essentially acts like a terrain feature such as a tree or wall.
With Wild Summon: Gains "You Shall Be My Weapon" prodigy.
Lastly, I want to again suggest getting rid of the "Detonate" ability as it's thematically inappropriate. Why would a wilder blow up his animal allies?
I suggest replacing it with:
Release:
This is an active skill that releases a summon, thus removing it from the playing field and takes a random summon off cool-down just as Detonate does, except it doesn't do any damage.
Instead of damage, it extends the duration of all in-play minions by 3, when maxed, and reduces 2 equilibrium for each summon in play.
Costs no equilibrium and takes 1 turn to cast.
Well, what does everyone think?
So, here are my suggestions for a category to replace Combat Techniques:
Unstable Summons: This is a collection of powerful and expensive summons which, when used, place a random non-unstable summon onto cool-down.
Locked at 1.2 at level 10.
However, each of these summons, except for Behemoth, has a longer range than the 5 for normal summons. They start at five but gain an additional range at 3, 5, and 7.
Update: Each of these summons has a fairly short duration and this encourages the use of Summon Control to make the most of them. More so, they have tactical synergy with other summons.
I think the fragile Sprite might be the most dangerous from a player's perspective.
1. Winter Bear: Cost 16 equilibrium and has 14 cool-down. 4-7 turn duration.
High constitution and strength. Highly resistant to cold, and freeze immune.
With Grand Arrival: Grants 50% stun/freeze and 30% cold resistance to you and summons in range.
With Wild Summon: Gains Battle Cry.
2. Forest Sprite: 18 equilibrium with 18 cool-down. 3-6 turn duration.
This Sprite can teleport with Dreamwalk, use Sleep, and Hallucinogenic Moss. Relatively fragile but 135% global speed and high evasion.
With Grand Arrival: Grants 15% bonus to global speed to you and minions in range.
With Wild Summon: Gains a radius 3 blind ability.
3. Lightning-Wasp infested Tree: 22 equilibrium and 16 cool-down. 4-7 turn duration.
This is a stationary tree that does minor lightning damage when hit but it quickly spawns lightning-wasps akin to the trees found in the Old Forest.
With Grand Arrival: Reduces stun and daze resistance.
With Wild Summon: Gains Static Field.
4. Behemoth: 26 Equilibrium with 28 cool-down. 3-6 duration.
Range: 3
This has higher strength, constitution, armor, and armor hardness than any other summon. However, it suffers a 50% global speed penalty.
This summon always blocks line of sight and if summoned on top of an enemy, will automatically push the enemy back (even if there's a line of enemies... it always makes space if it's at all possible).
Immune to knock-back, poison, bleeding, cuts, pins, fears, and suffocation effects. 50% resist all but virtually no capacity to evade attacks or critical hits. Sized as +2 over big.
So slow that it doesn't attack on the turn of its initial summoning like every other summon, however it always attacks 3 adjacent tiles at once.
With Grand Arrival: Becomes impenetrable. Any beams, cones, arrows, etc. that would normally penetrate an enemy do not against the Behemoth. Essentially acts like a terrain feature such as a tree or wall.
With Wild Summon: Gains "You Shall Be My Weapon" prodigy.
Lastly, I want to again suggest getting rid of the "Detonate" ability as it's thematically inappropriate. Why would a wilder blow up his animal allies?
I suggest replacing it with:
Release:
This is an active skill that releases a summon, thus removing it from the playing field and takes a random summon off cool-down just as Detonate does, except it doesn't do any damage.
Instead of damage, it extends the duration of all in-play minions by 3, when maxed, and reduces 2 equilibrium for each summon in play.
Costs no equilibrium and takes 1 turn to cast.
Well, what does everyone think?