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Old 01-21-2008, 05:27 PM  
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Default Summoners ever getting a fix?

Been playing a necro exclusivley for years and nothing has been added to increase our survivability at all in pvp, anyone got a clue if we are getting a fix anytime soon? If not I'll just find a game that's not so one sided. Living in pvp for 2 seconds vs about every class of equal lvl from tier 7 and above is a joke. I'm spec'd for max defensives via my pet taunts, and AA's to enhance all my CC abiltiies at master 1 to the max, but nothing works reliably. We don't get stoneskin, our CC abilities all have a pot to remove, rending them into immunity for 30 seconds, seriously how is a t7+ necro to endure?

And for all those stating L2P and get a group, this IS within a group also. We die way too fast for any healer to effectively heal us.

Last edited by Dracot; 01-21-2008 at 05:28 PM.
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Old 01-21-2008, 06:04 PM  
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Default Re: Summoners ever getting a fix?

Summoners are free tokens to most classes since they have no real defense to anything. no mana shield. no mez. no frost shield. slow casting dots or gimp nukes.

I love necros on pve server but wouldnt touch one on a pvp server with how eq2 does pvp.
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Old 01-21-2008, 06:09 PM  
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Default Re: Summoners ever getting a fix?

Summoners are fine.
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Old 01-21-2008, 06:35 PM  
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Default Re: Summoners ever getting a fix?

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Originally Posted by Dracot View Post
Been playing a necro exclusivley for years and nothing has been added to increase our survivability at all in pvp, anyone got a clue if we are getting a fix anytime soon? If not I'll just find a game that's not so one sided. Living in pvp for 2 seconds vs about every class of equal lvl from tier 7 and above is a joke. I'm spec'd for max defensives via my pet taunts, and AA's to enhance all my CC abiltiies at master 1 to the max, but nothing works reliably. We don't get stoneskin, our CC abilities all have a pot to remove, rending them into immunity for 30 seconds, seriously how is a t7+ necro to endure?

And for all those stating L2P and get a group, this IS within a group also. We die way too fast for any healer to effectively heal us.


... L2P?
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Old 01-21-2008, 06:44 PM  
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Default Re: Summoners ever getting a fix?

A rogue needs like 3 seconds to drop a clothy without manashield, though....
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Old 01-21-2008, 09:25 PM  
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Default Re: Summoners ever getting a fix?

Yeah, that's why I'm extra careful when dragging Imtithal through RoK and even outside of Freeport or Neriak or Gorowyn.

Sometimes, if I'm lucky, I'll find someone with no title, and those guys are usually easier for me to fight. Or if I fight someone who has no idea what the fuck they're doing (i.e. a red-conned paladin who sprinted after me while I was on a carpet... guess who won.)
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Old 01-21-2008, 11:12 PM  
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Default Re: Summoners ever getting a fix?

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Originally Posted by Dracot View Post
Been playing a necro exclusivley for years and nothing has been added to increase our survivability at all in pvp, anyone got a clue if we are getting a fix anytime soon? If not I'll just find a game that's not so one sided. Living in pvp for 2 seconds vs about every class of equal lvl from tier 7 and above is a joke. I'm spec'd for max defensives via my pet taunts, and AA's to enhance all my CC abiltiies at master 1 to the max, but nothing works reliably. We don't get stoneskin, our CC abilities all have a pot to remove, rending them into immunity for 30 seconds, seriously how is a t7+ necro to endure?

And for all those stating L2P and get a group, this IS within a group also. We die way too fast for any healer to effectively heal us.
Summoners dont need a fix at all... pet taunts in pvp are a mere distraction, you want to pump dps out, not try to outlast a scout that has probably twice your hitpoints, you DO get stoneskin, every mage does, do some repeatables, farm some shit and get the 4 stoneskin items, I don't get why everyone says summoners are so "suck", even though they don't shine through like other classes they are quite solid when played properly.
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Old 01-22-2008, 02:36 AM  
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Default Re: Summoners ever getting a fix?

Personally I think a stiff wind should kill all mages. I also think that their DPS is fine. Two changes I would suggest though:

1. Change INTERUPT to be a control effect, and to give them (and everyone else) a 5 second immunity to interupts after the first one. Still have auto-attacks and damage have a chance to interupt, contested against the caster's Focus skill. People are just immune to skills and procs which will interupt. Also make a potion that gives 10 second immunity to interupts (It's only fair, we've got immunity potions for just about everything else)

2. Resist rate is no longer based off your resists. Resists become pure spell mitigation. Add in a new skill called Spell Avoidance or something. It works exactly like the Defense skill currently does, except for spells. Magi's Shielding adds +1 to this skill for every 10 levels, giving mages an inherant increased resistability to spells. Also add it onto gear, much the same as defence and parry are currently. Perhaps make a couple of shields which allow (TANKS ONLY) to have their block rate work on spells instead of physical?
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Old 01-22-2008, 12:43 PM  
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Default Re: Summoners ever getting a fix?

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Originally Posted by Marou View Post


... L2P?
L2stopbeingatrolldipshit?
I have a bag dedicated to all potions and carry a shot of each status signet, your BS of carry those means jack shit when you die in less time than it takes to get those all up and ready, nice try though, typical scout reply.
Roll a class that doesn't require the brains of a baboon to play, then you're allowed to post as if you know anything.


Here's a bit of education for you. Once I land fear on you, you now have about a 30 second freedom to not worry bout fear landing again since you are now IMMUNE to the same effect. Same goes with root.
Your'e claim its only 10 seconds works only if you used that particular potion. Problem with out fear is it break on the slightest dmg, so the norm is when it lands 1-3 seconds later its off, and by then we MIGHT have one dot in that ticks slowly for around 400-500ish dmg.

Might be a reason for seeing so many summoner posts flying up on the eq2 forums lately, but god forbid the scout token vendors have a slight chance in hell of survival, so people like you reply with the patented L2P bs and use pots.

Last edited by Dracot; 01-22-2008 at 12:54 PM.
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Old 01-22-2008, 12:47 PM  
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Default Re: Summoners ever getting a fix?

Quote:
Originally Posted by Paikis View Post
Personally I think a stiff wind should kill all mages. I also think that their DPS is fine. Two changes I would suggest though:

1. Change INTERUPT to be a control effect, and to give them (and everyone else) a 5 second immunity to interupts after the first one. Still have auto-attacks and damage have a chance to interupt, contested against the caster's Focus skill. People are just immune to skills and procs which will interupt. Also make a potion that gives 10 second immunity to interupts (It's only fair, we've got immunity potions for just about everything else)

2. Resist rate is no longer based off your resists. Resists become pure spell mitigation. Add in a new skill called Spell Avoidance or something. It works exactly like the Defense skill currently does, except for spells. Magi's Shielding adds +1 to this skill for every 10 levels, giving mages an inherant increased resistability to spells. Also add it onto gear, much the same as defence and parry are currently. Perhaps make a couple of shields which allow (TANKS ONLY) to have their block rate work on spells instead of physical?
Both those ideas would help tremendously, sadly I doubt we'd see either. Hell a simple fix would be to force us to use our tankpet, and allow us to split health with the pet. Allow the pet to absorb maybe 20% inc dmg, that would allow us the time needed to slightly gain control of our situation. Currently its a matter of IF the stoneskin procs I wear already proc or not.

As for the others who claim summoners are fine, roll one, get to 70+ post your SOLO fraps videos of your owning face otherwise your full of shit.
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