This post has been edited 1 times, last edit by "Specialist" (Aug 13th 2016, 12:07pm)
This post has been edited 2 times, last edit by "Specialist" (Aug 14th 2016, 11:35am)
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The AoE Summoner is pretty much dead at the moment.
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As a damage over time based class, our passives only support our damage over times, our direct damage is pretty lackluster compared to everyone else.
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Reworking Blood Ties was not that hard to begin with because being on Blood Aegis all the time with spamming Blood Ties was the problem. They nerfed Blood Aegis like there is no tomorrow and left Blood Ties untouched. They sometimes forget we NEED that Aegis defense for the fact we share the lowest health and defense with Mage, and Mage has a passive that increases armor by %15, teleportations and invisibility and more combined defense than we do. Mages also can move while DPS'ing and Supporting. We can't.
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If they wanna nerf Summoner, then they must give us something to compensate. Give us the mobility Mages have while DPS'ing
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Healing also give us %15 armor buff that mages have on their %60 stamina ruby and ok we will take the nerf to Aegis
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but now Assaults are only strong if you do not attack them. They melt like butter and they have no mobility to escape with unlike the Mages which can invisible themselves, flash out or pop their racial shield (if the Mage has the Page of the Book of Secrets) and mystic barrier for a 6 second invulnerability like defense.
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If they wanna nerf Summoner, then they must give us something to compensate.
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You say our ''debuff spread'' is insane, well that is hilarious. But no, we only spread DoT's and they are not debuffs and that is the only thing we can do. Our only debuff we can actually spread is ''Stun'' which increases cast times by %30.25 in Support aspect, and inceases cooldowns but only lasts for a short while and only has %20 chance when some of our damage over time abilities crit. Vulnerability is no longer applied by our DoT's nor does the Defense buff.
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Vulnerability is no longer applied by our DoT's nor does the Defense buff.
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And about the Lurker, she does not apply the target with Banshee Howl every 10 seconds, the effect duration is 10 seconds. She applies it with every fourth attack she deals. That is a translation issue, the effect has no timer and the duration is actually 10 seconds.
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We still have a 4-6 second invincible skill that reduces our health to 1. That would not be a problem, if not for the global cooldown being 2 seconds. Voila, we just wasted all our invulnerability time to heal our health to what it was when we cast the spell. The spell requires more foresight than Divine Foresight. Healers must predict when your allies will be taking damage to be effective with that spell. We must predict when do we die to actually make use of the spell. The rewards is good but not really great. The only issue is the long cooldown and the global cooldown makes Dark Veil useless on self casts if you want to retaliate in any way. Mage can just pop Astral Shield + Mystic Barrier and be fine with it. Not saying we must be like Mages, but we must have more meaningful rewards. But the problem would be solved with reducing Global Cooldown.
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Do not twist my examples. I clearly said ''Give us the mobility Mages have while DPS'ing or Healing'' and with that I mean the passive that lets them move at %65 of their speed. DPS may have enough mobility, yes. And actually they do because of the reasons you stated. But did you actually try to heal with a Summoner?
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Also you realize every healer has Caution and Survivability buff in their healing builds, right? Not just Summoner. I had my Core Morpher and changed to every one of them. Every healing class has a huge heal boost plus Caution and Survivability buff in a passive in the healing tree.
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The heal is still viable? Yeah it is. Would people pick us for raids instead of a Healer / Warden? Well that is the question.
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And I do not need to get experience, I competitively play Summoner and I know that Summoner is not weak. It has some raw power yes. But the Summoner has the class that have the most handicaps in the entire game espicially in Healer build. The nerfs to Support's Side Effects was not nice either. Now the DoT's cannot proc Vulnerability and our Weakness effect was pretty useless anyway because no one uses Volatile Infection.
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Maybe you do not see, but if you want to make your ally benefit from that sweet %15 healing value plus all of that defense, you must use that spell on an ally obviously,
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-Healer's Motto must not give damage reduction, instead let us move while we are healing at a decreased rate, but higher than Mages and Wardens because their DPS path have that passive and DPS just needs to go to a safe place. When you are a Healer, you cannot just be in a safe place and your work is way harder. If DPS is a caravan, Healers are the ambulance.
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-All your other spells (and espicially Healing Injection and Purification) can be used while you are channeling any healing spell but they will interrupt the channel. That will make instant Healing Injections and much needed Purifications possible because if you are gonna do something you actually need to move, interrupt your channel then wait for global cooldown then start purifying which is really problematic.
This post has been edited 1 times, last edit by "Buuhuu" (Aug 14th 2016, 10:36pm)
This post has been edited 1 times, last edit by "Specialist" (Aug 15th 2016, 1:07pm)
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But now Acute Symptoms needs Ritual of Pain and getting it would waste a lot of Rubies considering how bad Ritual of Pain is compared to Ritual of Plague.
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Plague of Mending, Blood Feast, Blood Stream and Dark Renewal cannot proc the Defense effect. And also Side Effects talent cannot proc Vulnerability with your DoT's anymore.
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About the PvP, getting less damage is not better than moving because of a simple fact. You must be mobile when PvP'ing otherwise you will get focused and die. With Summoner's healing numbers and all the defense Blood Aegis gives us, we do not need to have a damage reduction when we are channeling, but as Summoner must move on the battlefield, it can also self-heal when it moves. If you move that way, it can actually be more benefical than a mere damage reduction.
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About the interruption thing, it applies when you start channeling, which is the first 2 seconds. You cannot know when the boss will try to kill you with a damage over time. Purification cooldown is completely busted, and no one would pick a Support just because Healer cannot properly cleanse the group I think.
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Ok I made a build but that can use Volatile Infection but I lost my fear and its talents and my Ritual of Blood but I think the Weakness will worth them.