Please make a Summoner specialisation

Please make a Summoner specialisation

in Guild Wars 2: Heart of Thorns

Posted by: Derigar.7810

Derigar.7810

I’d love to have a build on which MOST of your damage output would be based on minions. The necro has some minions but they’re sh1!3. A summoner spec would have mainly UTILITY skills that summon good minions and a weapon with skills that also summon minions.

I’d love to have this. God if only this would be implemented I’d buy any expansion.

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Posted by: DanteZero.9736

DanteZero.9736

That sounds like you’re trying to combine the mesmer and necro into a single specialization.

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Posted by: Gibson.4036

Gibson.4036

Because pets work so well in this game. Amirite?

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Posted by: Invictus.1503

Invictus.1503

They really need to improve minions in two ways for this to be viable. AI improvements (ever see your Flesh Golem stand around for most of the fight?) and improvements that would make them survive AoE skills. Without these two things, the Specialization would be doomed to fail. Frankly, I don’t think they put much effort into either one of those two things, so the likelyhood of a Summoner specialization is very slim.

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

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Posted by: Atherakhia.4086

Atherakhia.4086

Pass.

Since the game came out people have been complaining about minions, pets, and AI because they’re all bugged, have poor response time, and nearly all PvE content in the game has forgotten they exist.

The absolute last thing this game needs is anything at all related to minions/pets/ai except the complete removal of them or the complete overhaul of them.

And given the poor improvements we’ve seen in this area since the game launched, I’d wager most players would rather see them removed than more failed attempts to improve them.

Just check the Druid thread…

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

No.

AI builds are always poorly balanced skill wise. If anymore get introduced, the community will be in an uproar.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

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Posted by: Mad Pig.2890

Mad Pig.2890

Yeah, ok.
But first we need to fix Necro minions and Rangers pets AI.

MM necro is flawed because they…just don’t attack…50/50 at best.
Rangers pets are hardly significant to how the ranger plays, you could do just fine without them, they need buffing or something to make them more valuable.

But I would like to see it work around the way Yuna worked in Dissidia.

You think your life is hard? You don’t even main a Ranger.
~Desolation~

(edited by Mad Pig.2890)

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Posted by: Fashion Mage.3712

Fashion Mage.3712

No.

AI builds are always poorly balanced skill wise. If anymore get introduced, the community will be in an uproar.

How about instead of rejecting an entire skill type, the devs should just design pet abilities that involve skill (some already do tbh).

A somewhat unusual example of this is Carl Clover from Blazblue and other “puppet-type” characters from fighting games. It’s a different genre but I’m sure the same idea could be applied to other games like GW2.

(edited by Fashion Mage.3712)

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Posted by: Diovid.9506

Diovid.9506

We already have summoners in this game:

- Minion Masters.
- Guardians with spirit weapons.
- Rangers with spirits.
- Engineers with turrets.
- Pretty much all Mesmers.

What we need, as others have pointed out, are ways to make these ‘summoners’ more effective.

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Posted by: Mo Mo.1947

Mo Mo.1947

@OP

My minion master is not kitten, it’s THE kitten. Perhaps you’re just not playing it correctly.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Minions. In pve they suck in pvp they’re cheap cheese. No matter how you slice it it ain’t smelling good.

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Posted by: Enrif.7359

Enrif.7359

some already pointed out that we got lots of summons.

But i like the idea of a specialization that does not attack with its weapon or magic, but with animal/Minions whatever.

Best example, Ranger Warhorn 4. It summons a flock of birds that attacks the enemie.

I could see this work for Ranger(Beastmaster) or Necromancer(minionmaster). A new weapon for the spec, which while you have the weapon equipt you get a permanent Minion, that has no ai, healthpool hitbox, etc, but is simply part of your Character. you could say its only visiual. But instead of attack with the weapon, you command your pet and it makes the attack.

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Posted by: Orpheal.8263

Orpheal.8263

A Summoner Specialization is something, that I personally would expect from the Elementalist together with Warhorns being the new Weapon for them together as they summon them thrrough blowing into the Warhorn and give them that way also their commands.

I would be that kind of specialization, where I think Anet could get the most out of the class due to the 4 Elements or eventually together with F5 as Shifter Function 8 Elements

F1 = Fire
F2 = Water
F3 = Air
F4 = Earth
F5 = Shift, turns F1-4 into the other 4 Elements

F1 when shifted = Light
F2 when shifted = Ice
F3 when shifted = Lightning
F4 when shifted = Darkness

beign that way a Summoner, that summons Elementals and other elemental magical Creatures of all 8 Elements of Nature with improved focus and gameplay on Elemental Conjures, Glyphs and Summons, or transform themself into elemental Djinns or Golems.
Thats the kind of Summoner I would love to see, because I don’t see as much potential in a Summoner for the Mesmer and the Necromancer as much as unused potential for a mighty classical summoner lies in the Elementalist, where they summon mighty elemental beasts that work basically as their extended weapons that are controled by them like a Puppeteer with invisible elemental bonds to their Masters.

To me the Elementalist does fist the absolute best into the picture of becoming GW2’s ultimate Summoner Specialization together with using Warhorns as the access to a new Weapon being for them a Main hand Weapon. (like I alsways say, it plays no role, in which hand you wield something, anything can become a Main Hand Weapon!! if it fits for the Class Design, same like there should exist for exampel also a Warrior Specialization with Main Hand Shield like a “Keeper” that uses the Shield in a far more offensive way than a normal Warrior to defend itself with it and others)

I can see the Elementalists receivign the Summoner as next Specialization somewhen in the future within a Feature Pack or next Expansion, when we go against for example Jormag, where it would be very helpful to have them at our side, summoning Magma Golems or transforming themself into Flame Djinns against the hordes of Jormags Minions in the far shiverpeaks and old EotN regions where most likely their lair of Jormag will be somewhere.

But for HoT it will most likely be now first sword swinging battle magician like “Arcanists” that use their elemental forces and arcane powers for more effectively combined for elemental full contact melee combat in the 130er range area with the sword. than beign with the other weapons they have more of mid range to far range combatants so far, what a Summoner would be also that works more in the back line, than beign in the front line and lets their summons protect them.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Orpheal.8263

Orpheal.8263

PS: but before I think that something like that is happening, I vote first also that Anet should first improve significantly the whole Game’s A.I System so that all classes, that work with A.I units become alot more effective to handle, with the A.I reacting better on situations, targetign enemies by itself appropiately, than standign just dumb around and n doing nothing, like the bugged Necro minions do that.

However, from what I know so far, it does look like as if ANet is working with HoT in the back ground also on significant A.I improvements, to that extent, that also enemies will act from that point on alot smarter as a counter to the “Stacking” Meta of GW2 currently, if all of that wasn’t just nothing but a rumor …
If something on that or all of it is in fact true, we will most likely get to see with it also improvements to the A.I. for our summons, mininos .spirits and so on so that they do will react then also better on changing situations and AoE Damage ect.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Roe.3679

Roe.3679

I would say please don’t spend a class specialization on a playstyle that already exists on a few seperate classes right now.

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Posted by: Orpheal.8263

Orpheal.8263

And why EXACTLY shouldn’t they do that Roe???

Only because of you not liking that kind of playstyle?
Or only because you think cause of there being already the Necromancer/Mesmer, that the Elementalist for example shouldn’t be able expand into that field of expertise more to become up on par with the other Classes, that can summon more and qualitative better things so far than they can?

Specializations are there to give the current Classes more gameplay centric Character Progression based towards various different aspects of their existing general gameplay design of what the Main Class so far provides the player, so that the player is able to choose a Specialization for its played Class, that fits the most to the most prefered Gameplay Aspect and Style that you want to play with.

Due to all 3 Scholar Classes being able to summon different things to even the other Class Types to a certain extent being able to summon things should make it imo clear enough, that sooner or later we will see for sure also a Class Specialization, that will grab this Gameplay Aspect up and will improve on it within the Specialization to enable the player extended and improved gameplay aspects on these “Basics” from their Main Profession. I see in the Elementalist the best chances for that to improve their basics the most.

It must not be now and I personally also think that with the first Set of Specializations we won’t see any Specialization that focuses on that Gameplay Style, but please don’t forget, that HoT won’t bring to us just only 1 Specialization per Class and from that on we will never see any new Specializations again… that won’t be the case.

HoT is just the beginning for that kind of Character Progression System.
We will effectively see more new and different Specializations in the future for all Main Profession to come.

The time will just come when we will see a “Summoner” and my personal guess is, because it makes the most sense for me is, it will be in the future an Elementalits Specialization that uses as new already existign Weapon Warhorns for their Main Hand Weapon to summon with them their stuff, while using their new Summoner Elite Skil lto transform themself into Elemental Djinns like the Flame Djinn on Fire attunement.

Why I am so convinced about it, that GW2 will see one day a Summoner one may ask now.
Because the Summoner was already a concept of a new class for GW1 for basically GW1 Utopia, before ANet scrapped all of that and made EotN out of it and bagan working on GW2 in the background after changing their minds, that its time for GW2 instead of making more GW1 Standalone Campaigns

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Roe.3679

Roe.3679

No, I don’t like the playstyle. But it already exists on necromancers, mesmers, engineers, guardians, Rangers, and to some degree, elementalists. It’s super common, and they are historically not useful in PVE or WvW, plus, many of these builds have been very overpowered and unfun to play against in pvp because it’s so passive.

Most classes already have problems that specializations could potentially address, and spending one on more useless/passive AI seems like a waste. The only way it wouldn’t rob players of class changes that they deserve would be if it went to a class that is already very strong in every game mode. Regardless, Anet doesn’t have the best track record with AI so it doesn’t seem like a good use of resources.

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I’m ranger and i dislike the pet mechanic, but i loved the necro minion master. Especially with his mass of minions. I play my necro as minion master, but with the ai and the bad minion traits

So i would like to see a minion master specialization or an improvement for the current necros minions.

Guild Wars balancing concept: Never change a ruined system!

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Posted by: Ehecatl.9172

Ehecatl.9172

I’m ranger and i dislike the pet mechanic, but i loved the necro minion master. Especially with his mass of minions. I play my necro as minion master, but with the ai and the bad minion traits

So i would like to see a minion master specialization or an improvement for the current necros minions.

Or perhaps a ranger specialization that gives us pet utilities similar to necro minions so we can have a pack of beasts at our command? I’d personally love that if the AI was efficient enough to make it effective.

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I’m ranger and i dislike the pet mechanic, but i loved the necro minion master. Especially with his mass of minions. I play my necro as minion master, but with the ai and the bad minion traits

So i would like to see a minion master specialization or an improvement for the current necros minions.

Or perhaps a ranger specialization that gives us pet utilities similar to necro minions so we can have a pack of beasts at our command? I’d personally love that if the AI was efficient enough to make it effective.

I prefer necro minions horde. From the lorewise point of view it is much better than a horde wild beasts. In Gw1 the necro was THE minion master (in PvE). Especially since vizunah square

Guild Wars balancing concept: Never change a ruined system!

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Posted by: McWolfy.5924

McWolfy.5924

You can take my rangers pet

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

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Posted by: maddoctor.2738

maddoctor.2738

I don’t want more AI in the game because it simply won’t work. This game is based around active play, dodging, careful use of invuln/block skills etc.
Suggestions like making summons resistant to AOEs won’t work either because most skills are AOEs. So if they can’t find a way for the AI to work in an active way, no way for a Summoner to work. If on the other hand they “fix” this, then they could add some Summoner of a kind, but as the game is now, an AI-based class will be useless in PVE and completely overpowered in PVP.