okay, i came up with this a while ago, put it away cause i can see too many exploits. heres what i have so far, if i can get comments and suggestions on improving it...
Quoted posts: (from my guilds forum)
Original, basic, boring as hell idea: have 4 lvls of summoned monster for each type of dmg, 4th being elite, and have them work like enchants, cept you can only have x points worth or summons out at once. the primary attribute would allow you to expand the # of points. better summon:higher point cost. all of skills could fall into these attbs: elemental summon , Physical summon , Neutral Summon, (holy, dark, chaos) and, the actual Summoning.
Improved, Spiffily Fancy Idea:
Attbutes:
Netherwold Power (Primary Attribute): Slows the heath degeneration of your summoned creatures. Affects some related skills.
Summoning Magic: Decreases the casting time of your summons by .2 seconds for each point. Affects related skills.
Physical Summoning: Stregthens your physical summons. Affects related skills.
Elemental Summoning: Strengthens your elemental summons. Affects related skills.
Neutral Summoning: Strengthens your neutral summons. Affects related skills.
Armor: Mid, about necro/ele lvl
Energy: 30, 4 regen
Weapons: Modded wands/staves (i/e new skins, new req)
Sample Skill Bar:
Summon: Ashura
Summon: Guardian
Chaos Rain
Conjure Disorder
Shield of the Protector
Sacrifice [E]
Summoners Blessing: Neutral
Rez Sig
Okay, when i get hyped about something, i get super hyped, so heres the lowdown as i see it.
A summoner uses magic to touch the "netherworld", in which summonable creatures live. (who knows why) Because summoning requires powerful magic, you must put attribute points into Netherworld Summoning simply so you can summon. Once you touch a summonable creature, (i need some kind of a name here) you cast a spell enabling it to touch this world, and to bind it to you. Thus summoning spells have long cast time. When the creture emerges from the "portal" (whatever) you must maintain a flow of magic to it to ensure that it remains in this world. (works like an enchantment. a simple -1 energy regen)
When you engage in combat, the summoned creature will aid you. how it does this depends upon the creture. in the sample skills i placed in the above bar, ashura (a neutral, chaos, summon) acts in an offencive manner, attacking the enemy directly and dealing chaos damage. (duh) guardian is a physical, bashing, summon that is much more defencive and adheres to you, staying close, and attacking enemys assaulting you (directly, so like tanks or archers doing dmg). as the attributes show, putting points into certain attributes makes certain summons stronger, but they can only grow so strong. there are 4 levels of summons for each type of damage (slashing, bashing, piercing, fire, water, earth, air, chaos, light, dark), and level 4's are always elites. as summons get stronger, the energy cost and casting time rises, due to the higher strength of the summon. Summoned creatures have health as well, and when they die, a simple rez spell is not able to rez them. you must have a certain rez spell, one for each dmg area (neutral, elemental, physical) which allows you to revive a "dead" creature. you can dismiss them any time they are alive, just like a normal enchantment.
The primary attribute makes it so that summoner secondaries will lose their summons faster, as the degen doesnt slow down. how to make it so that this is a disadvantage to those with secondry, but wont kill off summons of characters at level 1-5 is unknown. skills available besides the actual Summon:??????, are skills that have your summons either cast spells, or perform attacks, or gain buffs, or act in certain ways, etc. the sample are Chaos Rain, Shield of the Protector, and Sacrifice. Chaos Rain allows you to channel this spell through your summon, but it must be a chaos type summon. Shield of the protector is a defencive manuver that any bashing type summon can preform, in which they place an immoble shield in front of you, giving you -x dmg reduction. Sacrifice has the bashing summon act as a sheild itself, which means that all damage you would recieve is transfered directly to this summon, and you cannot be damaged while it is in effect. the downside being that the summon takes 1.5x the dmg. Conjure disorder is the chaos equivelent of cojure flame, air, water, etc. and Summoners blessing:neutral is a summon rez skill that is neutral summon specific.
ah, i pulled the names out of nowhere, so if they sound like something from another game, they probably are and i just dont know it. some words stick with me and i dont know from where. those were both quotes, so there are some errors in there, and maybe its a little unlcear, but i love this idea. FFXI had a summoner, and from what i remember when i played it a year or so ago, the summoner rocked. i think that about sums up my initial description, but i want to know what the masses think.
Feeback, Comments, Flaws. I would love to improve this idea, if only for my own hopes that it will actually show up in like chapter 3. so thats that.
I




The -1 degen for energy is always accepted, but i would prefer them not to have health degen, to similar to a necro, and you would need counterskills like verata's sacrifice as different. This would also allow 4 summons. with 4 lvl 15 guys running around i think might tip the inbalance scale, especially if they can use combos and whatnot.