Summoner state / thoughts on it
Hello there. Most people will know me as your biased unfriendly Twin player Chaos.
I like summoner playstyle so I played the class for a while especially after the changes and wanted to give some thoughts on what I feel is working and what doesn’t work at all to give some feedback on what I think should / can be done to make things smoother.
Alright lets start with what I think the server is aiming for?
I guess the idea of making a spell based ( hopefully one day a summon based ) class using skills instead of X spam as its main damage source.
The current issue with that even after the harsh nerfs of X spam – from 3 down to 2 balls – Spell caster summoner is still Inferior in terms of overall DPS compared to X spam on singletargets and mob clear. Why is that?
1. X spam
is very consistent without any interruptions you can dish out tons of damage – even if those annoying balls fly away sometimes
2. The cast time on skills make them sometimes a pain being alleviated by Energy Circulation
is great but the summons itself aren’t very tanky and on bosses like Elga, Paris on reflective shield they die within a matter of seconds.
3. Well known animation time slowing this class very terribly down on Spell based DPS
4. Overall summon damage being low – aside from DK
and Golgon
but lets be real who has got the Skill Points for those.
I wanted to address those issues mainly because if – and I hope it is so – the goal is to make a spell based summoner some things have to change
There are a few directions take from onward as I will list them what I think could be done:
- Nerf X spam even further and buff the damage skills of summoners to counter the long animation time – It hits once but hits like a truck
- The formula calculation on how much armor and HP a pet gets from the summoner has to be revised and make the pets tankier – Maybe instead of Spirit counter and Pain Division a skill that increases their HP and second their bonus armor % gotten from their Summoner. This should help with the Energy Circulation problem
- Maybe cutting the animation of skills if possible if not then maybe speeding it up ?
Besides those the balance of skill dmg % seems to be rather all over the place
Rolling stone
compared to Meteor Rain
or even Earthquake
. The damage percentage is like day and night making those 2 skills almost obsolete compared to other ones. I hope it gets reviewed in the future.
Another well known problem is Drakans and their Skill points missing a everlasting problem that I always point out in hope it gets fixed one way or another ( having a reliable way to farm skill points and or / cutting down on SP costs of skills )
All in all summoner is a very fun class to play and I hope the future development wont abandon this class that hasn’t been really finished and gives it a nice finishing touch x)
Hello there. Most people will know me as your biased unfriendly Twin player Chaos.
I like summoner playstyle so I played the class for a while especially after the changes and wanted to give some thoughts on what I feel is working and what doesn’t work at all to give some feedback on what I think should / can be done to make things smoother.
Alright lets start with what I think the server is aiming for?
I guess the idea of making a spell based ( hopefully one day a summon based ) class using skills instead of X spam as its main damage source.
The current issue with that even after the harsh nerfs of X spam – from 3 down to 2 balls – Spell caster summoner is still Inferior in terms of overall DPS compared to X spam on singletargets and mob clear. Why is that?
1. X spam

2. The cast time on skills make them sometimes a pain being alleviated by Energy Circulation

3. Well known animation time slowing this class very terribly down on Spell based DPS
4. Overall summon damage being low – aside from DK


I wanted to address those issues mainly because if – and I hope it is so – the goal is to make a spell based summoner some things have to change
There are a few directions take from onward as I will list them what I think could be done:
- Nerf X spam even further and buff the damage skills of summoners to counter the long animation time – It hits once but hits like a truck
- The formula calculation on how much armor and HP a pet gets from the summoner has to be revised and make the pets tankier – Maybe instead of Spirit counter and Pain Division a skill that increases their HP and second their bonus armor % gotten from their Summoner. This should help with the Energy Circulation problem
- Maybe cutting the animation of skills if possible if not then maybe speeding it up ?
Besides those the balance of skill dmg % seems to be rather all over the place
Rolling stone



Another well known problem is Drakans and their Skill points missing a everlasting problem that I always point out in hope it gets fixed one way or another ( having a reliable way to farm skill points and or / cutting down on SP costs of skills )
All in all summoner is a very fun class to play and I hope the future development wont abandon this class that hasn’t been really finished and gives it a nice finishing touch x)