Clearly, people want to see a summoning class that would be balanced.
Most of the threads so far on summoning have been shot down as unbalanced.
So here's my try.
The War Summoner:
Balance Issues:
1) Summons can be summoned ahead of combat, with stronger summons having no life duration (they die when they die). They thus function more like the ranger's pets, in terms of permanency.
2) Each summon takes a % of your max energy, which is removed as long as the summon is alive (could also be a fixed amount of energy instead). So after casting yourself a small army, you find yourself with little energy left for other purposes - thus you constantly have to choose between more minions and more energy for other uses. This does not affect your pips, so in theory, you can still cast support / direct damage spells at a decent rate.
3) Different summons would have different % of max energy removal based on their usefulness.
4) The summon primary would reduce that maintenance cost to permit building a larger army or casting stronger summons, or alternatively to free up some energy for other purposes. Otherwise, having summon as a secondary profession allows you to cast yourself a smaller army, or perhaps an ok-sized army if you're an elemental primary. That being said, the army size remains small.
5) On the issue that the summoner would be unbalanced because of numerical superiority, you already have 3 other classes with different types of "summons": ranger, necro, and ritualist. The summoner's summons would actually be somewhere in between: lasts as long as a pet, but doesn't tank as well individually, can't have as many as the necro's but they require less maintenance, etc.
6) Summons could as a separate class, in the same sense as the necro's undead or the ritualist's spirits. Summons do not leave a corpse.
Character:
Functions like a caster class, with similar armor (60 max), energy refill, etc.
Attributes:
Control (primary):
Reduces the maintenance cost of summons by a %, and makes energy-management skills more efficient.
Maintenance costs are applied after the energy cost is taken, but does not reduce your energy. So if you have 30/30 energy and cast a summon that takes 15 energy to cast, and 5 maintenance, your energy first drops to 15/30 when you start casting, and then to 15/25 once the spell completes (perhaps 16/25-17/25 given that your energy had time to refill a bit).
You need to afford both costs, or the summoning will fail. If the energy cost of a summon is equal or smaller than the maintenance costs, you could drop your max energy to 0. Max energy can never go below 0.
Also includes an unsummon signet, which removes a targeted summon, removes the maintenance cost, and refunds a portion of energy as well (depending on control).
Golem:
Limit of 1 golem per summoner. Casting a new golem removes the previous one. In concept, the golem is similar in functionality to the ranger pet, except that it is more varied. You can have physical / elemental golems, melee / ranged / spell-casting / support golems... You also have spells that affects the golem, much like the ranger class.
Also, golems are usually more expensive in terms of maintenance and energy costs than followers (except perhaps for a very weak golem and a very strong follower).
Followers:
The number of followers is only limited by the energy maintenance cost, thus the largest army possible is determined by the primary attribute and the cost of the cheapest follower (in terms of maintenance) and its cost in terms of energy cost (which is usually higher than the maintenance cost). As an exemple, for a summon that costs 15 energy and 10 maintenance, if your character has 30 energy total, you could cast 2 of them and have 10 energy left after it refills, because even though you can afford the maintenance cost of the third one, you can't afford the initial energy cost (unless you use a skill to reduce energy cost). With higher control, if you reduce the maintenance cost by 50%, you could get 4 and have 10 energy left after it refills.
Support:
Contains skills to support yourself and your "army", such as attack spells, defensive spells, health / energy sharing, summon healing, etc.
A

