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Main Forums => Suggestions => Topic started by: Cruzel on October 09, 2008, 03:31:18 AM

Title: Beef up Conjuration Duration
Post by: Cruzel on October 09, 2008, 03:31:18 AM
The topic says it all, really.  I've seen this come up in the past.

I've seen arguements against this by people saying stuff like "If you use reagents you can get summons which are amazing, and make up for the short duration with their strength" , etc.

But tbh, I've used a lot of these reagents. Yes, some of the stuff is pretty ridiculously strong, but they get 3 rounds/levell. Yes they are strong, and they are effective against small groups. But they disappear very quickly, to quickly for a conjurer to be effective throughout most quests.

This gives a pure conjurer a few options.

1; Go sparingly, summon a creature now and then to try to look useful, stretching out your summons throughout the entire quest, but not really doing anything otherwise to help your party.

2;  Go along and summon in spurts when you think you need to, and then just do nothing after that because you're out of summons.


3; After using either 1 or 2,  just walk following your party offering no real help to the completion of the quest. Use your crossbow to shoot things you will never hit, wasting your money on the crossbow and bolts, or b) Play the role of healing using herbs because you were forced to cross class because the main role of your class sucks.


Right. Tbh the status quo is not really appealing to me. I would agree being a healer is a cool role, and they can still do that. But given the effectiveness and duration of other mage spells, other mages being in (for the most part) the -exact- same issue, use all their spells at the beginning, save them, but mostly be useless except for healing and useless crossbowage.  The only difference is the other mages' buffs are still there on the fighters throughout the entire quest, which makes a huge difference. The conjurer on the other hand, once they summon their stuff, that's it, they are useless aside from the aforementioned #3.

I am not asking for the durations to match other wizard's spells. With the cool new multisummon thing, that would be way too inbalancing. I am asking for a boost from 3 rounds a level, to 1 turn + 1 turn/3 levels.  So Instead of a level 4 caster's summons lasting for 72 seconds, they would last 120 seconds at level 4.  At level 9 they would last 4 minutes.  If you think about it, most quests (Around the level 9 range) take alot more than 4 minutes, so it's still not too inbalancing even then.

Please change.
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Post by: JackOfSwords on October 09, 2008, 04:08:04 AM
A slight increase might be appropriate, especially given that you can do multiple summons now.  By the time you finish summoning your 3 summons and buffing them, time's almost up.  Maybe give an extra 3-4 rounds to summoning, to account for a buff or two, and/or another summons or two?
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Post by: putrid_plum on October 09, 2008, 04:31:12 AM
You can take extended spell to increase duration, I don't think they should be increased because frankly some of the themes are indeed very powerful.  Even more so now that you can have multiple summons out!  You can say the same thing about other spells, that you can only use them in burst, like fireball.  That is the thing about mages, use your brain and think when it is the best time to use a spell.

Also you can make wands of cantrip spells to spam, cheap and good damage.  You don't have to use a crossbow you know!
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Post by: MisterPAIN on October 09, 2008, 09:02:53 AM
Quote from: Cruzel;91762I've seen arguements against this by people saying stuff like "If you use reagents you can get summons which are amazing, and make up for the short duration with their strength" , etc.

But tbh, I've used a lot of these reagents. Yes, some of the stuff is pretty ridiculously strong, but they get 3 rounds/levell. Yes they are strong, and they are effective against small groups. But they disappear very quickly, to quickly for a conjurer to be effective throughout most quests.

The point of summons is to have a specialized (and sometimes quite powerful) minion at the right time, not to have a extra warrior throughout the entire quest.  I am surprised that you didn't pick up that considering the nature of arcane spells being situational in a limited magic setting and the fact you have had plenty of time on the wizard class.  Some summons can be more effective than some same level spells or possess a quality that has a desirable advantage worth having a spot.  Summons already have an advantage by at the least being able to take a hit instead of someone else and are versatile unlike other prepared spells.

Quote from: Cruzel;91762This gives a pure conjurer a few options.

Wizards will always be versatile in the spells they choose, sorcerers can have a greater amount of summons which would compensate, clerics can have their domain theme summons as well as cleric buffs, and druids can get a dominated critter and companion in addition to the summons on top of druid buffs.  I do not see anything that makes these classes as conjurers limited at all.

Quote from: Cruzel;917621; Go sparingly, summon a creature now and then to try to look useful, stretching out your summons throughout the entire quest, but not really doing anything otherwise to help your party.
I suppose magic missile should be issac's lesser missile storm or shoot machine gun style for a while if I had an evocation specialist because shooting a magic missile now and then randomly at something just doesn't seem to be effective or really doing anything to help!

Quote from: Cruzel;917622;  Go along and summon in spurts when you think you need to, and then just do nothing after that because you're out of summons.
I guess arcane casters should do nothing when they are out of spells, because obviously they are incapable of doing anything!
Quote from: Cruzel;917623; After using either 1 or 2,  just walk following your party offering no real help to the completion of the quest. Use your crossbow to shoot things you will never hit, wasting your money on the crossbow and bolts, or b) Play the role of healing using herbs because you were forced to cross class because the main role of your class sucks.
You are right, spending 1 gold per 99 shots on a sometimes quite found and not purchased crossbow is a COMPLETE MONEY SINK WASTE and healing is TOTALLY a CROSS-CLASS skill that is totally bugged and apparently can currently be taken as a class skill HEAVEN FORBID WE EXPLOIT THIS FACT and shoot things with our broken crossbows with 8 dexterity PC conjurers AND WILL CUT OURSELVES WITH OUR SURGEON KNIVES TO DULL THE PAIN OF NEVER HITTING.  Or you could use arcane healing wands, cantrips, max healing skill, and/or have a character with 16-18 dex.  Surprisingly, you can totally have a singular PC with all of those features.
Quote from: Cruzel;91762but mostly be useless except for healing and useless crossbowage..
Healing is never useless, and there are plenty of times that a mage with a crossbow can be useful hitting softer targets if only they had some dex, although I like bows better.  This is a limited magic setting, magic is limited and having the ability to have a big fire elemental always on the side in a QA with increased durations seems a little too much like having a familiar that is as good as a PC with the exception of two feats and taking up a bunch of spell slots if you ask me.
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Post by: Caddies on October 09, 2008, 09:56:35 AM
MrPAIN on a tear.
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Post by: Nickless on October 09, 2008, 10:21:35 AM
I agree with Cruzel to an extent. I would like to see alternatives to buffing that make a wizard effective in quests, extending the duration of summons would indeed be a good step! (Not that I'm biased in anyway, or anything)
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Post by: Letsplayforfun on October 09, 2008, 11:13:03 AM
I tend to agree with Cruzel on this one, and mostly concerning mages/sorcerers since clerics can do a lot of other stuff.

A wizard gets so many spells, once he's out, he's got a few other helpful options (healing, mainly). Making loads of wands helps a bit, here.

If he's holding on to the right spells for the right time, obviously it's metagaming. So just to make sure, most take long lasting spells that will be usefull whatever happens. A lot of wizard stuff is very are cool in PvP, but on questing, well, buffing rules.

Now wizards should make up for that weakness through intelligence. But the thing is, PC intelligence is useless in action games, because it's the players intelligence that does the trick. Sure it gets your extra skill points that are nice and helpful (and then again, not so much in quests, except healing). But it won't make you be a super-tricky-intelligent hero even if you've 19 INT.

So bottom line is, yeah, increasing some spell durations would definitely make some spells more attractive in terms of usefullness, if not for god-sacred rp.
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Post by: RIPnogarD on October 09, 2008, 11:45:49 AM
[COLOR="Blue"]Extend Spell[/COLOR] (//%22http://www.escapefromunderdark.com/forums/showthread.php?t=20494%22)
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Post by: Cruzel on October 09, 2008, 12:29:44 PM
QuoteYou are right, spending 1 gold per 99 shots on a sometimes quite found and not purchased crossbow is a COMPLETE MONEY SINK WASTE and healing is TOTALLY a CROSS-CLASS skill that is totally bugged and apparently can currently be taken as a class skill HEAVEN FORBID WE EXPLOIT THIS FACT and shoot things with our broken crossbows with 8 dexterity PC conjurers AND WILL CUT OURSELVES WITH OUR SURGEON KNIVES TO DULL THE PAIN OF NEVER HITTING.  Or you could use arcane healing wands, cantrips, max healing skill, and/or have a character with 16-18 dex.  Surprisingly, you can totally have a singular PC with all of those features.
 Healing is never useless, and there are plenty of times that a mage with a crossbow can be useful hitting softer targets if only they had some dex, although I like bows better.
The point was, Yes it is a class skill. But healing is a skill a lot of people take because it is a necessity. Sometimes it doesn't fit a concept that your PC would bother taking the time to learn to do that shit, for whatever reason. They just don't care, they have people to do it for them, whatever.
Healing is not a skill EVERY PC should have just because it's their only option to be useful in a quest. Build based on concept, not concept based on build, imo.

QuoteThis is a limited magic setting, magic is limited and having the ability to have a big fire elemental always on the side in a QA with increased durations seems a little too much like having a familiar that is as good as a PC with the exception of two feats and taking up a bunch of spell slots if you ask me.
You seemed to take good care in dissecting my post, but you seem to have missed a key point. I am not asking for a major boost, I am not asking for summons to become like familiars, lasting throughout an entire quest. At Level 4, there would only be a 48 second increase in duration. That's hardly going to last the entire quest, chum.
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Post by: dragonfire9000 on October 09, 2008, 02:26:32 PM
I personally like this, but... there's an issue.

You're asking for a beef-up for the Conjuration SF peoples, aye? All of them fellows with hooded eyes, tattoos and a purple monkey on their shoulder. Ahem.

Problem: Conjuration rules already.

Not only can you summon a more powerful monster every two levels, you have an excellent selection of powerful spells at your fingertips. List time!

Melf's Acid Arrow
: Right when you get it at level three it does up to eighteen damage upon impact, with another possible six after that. And this spell just keeps getting meaner as you level! A burning acidic projectile that sticks into your side and galls you for a couple rounds... sounds like a mother-in-law. ;)

Flame Arrow: Now, this is admittedly a third-circle and should be somewhat uber, but! Right when you can cast it, up to twenty-four damage. That's a boss-burner right there! Then, once you reach level eight and are an EfU:A archmage, it does 8d6. That's ridiculous. 48 damage potential.

Mestil's Acid Breath: Holy freaking monkeys. We all remember this one from the Greater Chosen Arcanists that used to reduce our corpses to piles of goo. When you first get it this spell is capable of doing up to thirty damage in a cone effect. That's the same kind of damage as fireball, just different shape of attack. Hate this spell so much...

Evard's Black Tentacles: You've gotta know somebody with a name like Evard's going to have issues. This spell is raunchy-mean. It paralyzes, does some fairly heavy damage, and has a respectable duration. I'm sorry, but this is an unpleasant spell to run into, especially having little experience with it.

Now, I need to go write a college paper, so I'll cut the list short of "Cloudkill" and "Mestil's Acid Sheath." But I think you get my point. With SF or GSF, some of these with their DC'd effects can cause absolutely crippling effects.

All of the above = Conjuration be teh uberz.
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Post by: Cruzel on October 09, 2008, 02:35:01 PM
Quote from: dragonfire9000;91811I personally like this, but... there's an issue.

You're asking for a beef-up for the Conjuration SF peoples, aye? All of them fellows with hooded eyes, tattoos and a purple monkey on their shoulder. Ahem.

Problem: Conjuration rules already.

Not only can you summon a more powerful monster every two levels, you have an excellent selection of powerful spells at your fingertips. List time!
  etc. etc...

... etcAll of the above = Conjuration be teh uberz.

I am asking for a general beefup of the spells themselves, not for those who take focus feats. The feats already affect the multiple summoning (As far as I have seen!)
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Post by: dragonfire9000 on October 09, 2008, 05:37:42 PM
Okay, I get it methinks. What you're saying is that mages are currently just damage-dealing buff-machines?

This is still confusing to me...
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Post by: lovethesuit on October 09, 2008, 08:19:15 PM
I'd been thinking about this too. There's already a benefit to Spell Focus Conjuration in regards to summoning, so adding more to that feat is kind of silly. The general duration is a little low, yes, but most non-buff spells are short in duration.

4 rounds/level would be an interesting compromise to check out on a trial basis. That being said, I don't agree that it -needs- a longer duration to be of use. It's all dependent on caster level, so the simple answer is Extend Spell, or stop being such a low level knewb. Cruzel. You knewb.
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Post by: MisterPAIN on October 09, 2008, 08:44:40 PM
Quote from: Cruzel;91802The point was, Yes it is a class skill. But healing is a skill a lot of people take because it is a necessity. Sometimes it doesn't fit a concept that your PC would bother taking the time to learn to do that shit, for whatever reason. They just don't care, they have people to do it for them, whatever.
Healing is not a skill EVERY PC should have just because it's their only option to be useful in a quest. Build based on concept, not concept based on build, imo.
You were arguing that it was a cross-classed ability and are continuing to argue that it is a necessity and the only ability to be useful despite the mention of using other means to be useful.  In case you didn't miss the point of reading above I will list many of the options since you certainly can't be bothered!

-Arcane Healing Wands
-Arcane Wands
-Using items
-Missile Weapons (If having DEX, because it helps to practice aiming while not being able to cast spells trying to become a wizard.)
-Healing Skill (Because the wise wizard might have an unforeseen accident in experimentation and have to bandage himself in his early days.)
-Looking for traps (Search = INT skill, and the adventuring wizard would probably have this to avoid well... death?)
-Pointing out incoming enemies in combat, since everyone else is busy
-Scouting invisibly
-Making scrolls/potions/wands
-Lore
-Hitting things in combat as a flanker (even a 10 str mage can hit decently at fodder with a flame weapon and a bulls)
-Giving orders/advice
-For the sorcerer or even a wizard with CHA, invest in taunt and SF:taunt and you have a pretty useful character if you have some type of protection.

Of course, this is just boring obvious stuff to say and I would only really bother explaining this to newbies on the server save for a particular person that seems to base their argument on having some kind of a low strength, low dexterity, low wisdom, non-conjuration focused conjurer which would be considered to be gimp except for the fact this only leaves the very necessary stats constitution and intelligence for the min-maxed wizard outside of a charisma wizard.  And if you have a non-conjuration focused conjuration charisma wizard that does not do jack shit or bothers to put in skill points in anything that is quite a stretch.  That is not a really decent case for longer summon durations with a possibly gimped character like that and even then you have spells outside of summons and plenty of other possibilities.  So essentially as far as I know this is an argument of "This PC here does absolutely nothing outside of summons, please buff summon duration, please".

Quote from: Cruzel;91802You seemed to take good care in dissecting my post, but you seem to have missed a key point. I am not asking for a major boost, I am not asking for summons to become like familiars, lasting throughout an entire quest. At Level 4, there would only be a 48 second increase in duration. That's hardly going to last the entire quest, chum.

One summon from a level four is a piss poor example in the first place since it is definitely not the median or typical level which the change would greatly effect play.  I'm in your post, taking your pure summoner that is supposedly making lots of summons and seeing your argument of duration which is based on one summon.

You entirely missed my point of having longer durations to simply chain them for the entire quest, which I specifically stated "taking a bunch of spell slots" which I would think mean that instead of your misrepresented example of my idea which was your case of thinking that a summon would last an entire quest as my example.

-beginning really edited part-
Level five is the best lowest level example of a medium level and the bonus feat for wizards in addition to level 3 summons which would be typical for a summoner makes this an ideal point.  Also, turns = 1 minute.  As in at level 5 it is 16 minutes a summon which is more retarded than my original calculation based on Cruzel's information given in the op.  Which means a summoner can have 3 32 minute level 2 summons with an extend spell with four l2 16 minute ones which totals to most likely typical 48 straight minutes of a mob of potent summons if they aren't killed which would just be replaced by level 1 summons.

With 22 minutes per level with a level 7 18 WIS shaundakul air/portal domain cleric without extend spell would mean 4 hours and 24 minutes of chained level 3-4 air elemental and about 6 hours 58 minutes with extended spell.  I don't think 1 min + 3 min/level for summons is a good idea and nobody should think so.
-end edited part-

So thank you for emoing overies out with your do jack shit OH I CAN DO NOTHING BECAUSE I CHOOSE TO FOR MY CONCEPT non-conjuring conjurer wizard example and wasting my time.  Even though my power gamed example is a cleric it would be likely be unlikely for DMs to simply extend the duration for certain classes only or simply exclude clerics.  It is also unwarranted that divine summon duration would be inferior to arcane ones in any way so it would most likely be for all classes that can summon if there was an extension.
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Post by: Thomas_Not_very_wise on October 09, 2008, 09:03:23 PM
Misterpain, if you must insult Cruzel, keep it to IRC, this is not the appropriate Forum.


<.<

I am for it, It's a minor change and will have a positive impact, not negative.

Instead of listing what wizarsd can, list what wizards can't.

Melee.
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Post by: LackofCertainty on October 09, 2008, 09:52:53 PM
I was doing my best to read the whole thread, but after hitting a couple walls of text my will was crushed.


My thoughts on Summoning: (as a person who played a conjuration specialist wizard)

Summoning is disappointing.

Please hear me out.  Summoning is powerful and extremely useful and all, but it's disappointing to see that any random cleric can be better at conjuring than a conjuration specialist provided that the cleric takes an elemental domain. (Generally, elementals are what you -want- to summon as a conjurer, since they seem to be the best summons overall, so letting clerics freely summon them makes clerics the best summoners.)

Yes, in theory Marin could summon any of the elementals that the clerics pull, but in order to do so, she'd blow through her reagents so fast that it's not realistic to even suggest it.  In practice, Marin's stuck summoning crappy beetles and spiders most of the time, and then she can toss out one elemental for a boss fight, while the clerics toss out their Elementals, like candy from a float.

Maybe let Conjuration Specialist Wizards pick their own default summoning theme?  I.E. I could pick Earth Elemental as the summoning theme for Marin, then I could still use reagents to summon other things, but Marin's "normal" summon would be an earth elemental.  At least that way conjurers would be able to compete with any given Cleric at summoning. :???:



Back on topic, Summon duration is -perfectly- fine as is.  A summon lasts for about a battle, which is balanced.   You're summoning a -temporary- meat shield/damage dealer/caster/whatever, not a semi-permanent pet.  Again this is the perspective of the player of a conjuration specialist wizard.  If I'm happy with summon durations, you should be too! >_>
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Post by: MisterPAIN on October 09, 2008, 09:53:18 PM
Quote from: Thomas_Not_very_wise;91872I am for it, It's a minor change and will have a positive impact, not negative.

Instead of listing what wizards can, list what wizards can't.

Melee.

If you are going to make a rebuttal to my post that you seemed to read, I'd appreciate it if you actually didn't post to the contrary because this would be considered to a major change in the environment and not a minor one as I took quite some time making that clear which you seemed to overlook entirely.  LTS's suggestion I would consider to be a minor positive change, not Cruzel's 1+3 turns.  Please note that turn =/= round.

Oh, and wizards have always been capable of melee, they just rely on spells to do it.  I find it ridiculous that you would say otherwise since I two-manned old EfU troglodytes with my generalist with your Gargagos cleric.  AKMatt's agent was a transmuter melee wizard and did just fine save for attempting to solo-tank trolls, other overconfident actions, and bad luck.
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Post by: MisterPAIN on October 09, 2008, 09:55:35 PM
Quote from: LackofCertainty;91884Yes, in theory Marin could summon any of the elementals that the clerics pull, but in order to do so, she'd blow through her reagents so fast that it's not realistic to even suggest it.

Technically, this could just be fixed by more regent drops, which I suggest should happen.
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Post by: Thomas_Not_very_wise on October 09, 2008, 10:16:28 PM
MisterPain-

Sarcastic remarks will get you no where. Two manning Troglodytes was a feat two warriors could do, heck, two clerics.

At the moment, good reagents are low, the EFU setup for this is pretty much gone, and new reagents have to be introduced to fit the setting.

Extending the Summon time won't hurt anyone, but hostile spawns, <3.
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Post by: Oroborous on October 09, 2008, 10:24:51 PM
None of my spells are powerful enough. I cast them, and yet foes still are alive when the VFX is done firing. I suggest they are all increased so they all work in every situation to defeat my foes.
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Post by: Gullible Righteousness on October 09, 2008, 10:30:31 PM
Quote from: "LackorCertainty"Yes, in theory Marin could summon any of the elementals that the clerics pull, but in order to do so, she'd blow through her reagents so fast that it's not realistic to even suggest it. In practice, Marin's stuck summoning crappy beetles and spiders most of the time, and then she can toss out one elemental for a boss fight, while the clerics toss out their Elementals, like candy from a float.

I'm not sure if this is a bug(or a spoiler) or not, but I know of a deity that gives you a permanent reagent, as an arcanist. >_> I would only assume that others do, but you would have to experiment, perhaps.
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Post by: MisterPAIN on October 09, 2008, 11:33:04 PM
Quote from: Thomas_Not_very_wise;91894MisterPain-
Sarcastic remarks will get you no where. Two manning Troglodytes was a feat two warriors could do, heck, two clerics.
So wizards are on the melee level of the equivalent of a warrior or cleric as the other half to a two-man involving a cleric or warrior?  I would agree, wizards can melee.

However there is one small flaw in your post.  Accusing me of sarcastic remarks when I am stating fact pointing out flawed logic isn't getting you anywhere.  If you cannot comprehend the difference between a cleric having 399(2394 seconds) rounds (39 minutes 54 seconds) of level 3 summon versus 418 turns(6 hours 58 minutes) being a major change and think it a minor one, well if I wanted to make a non-forum-fitting remark it certainly wouldn't be sarcasm and more aligned to mocking your intelligence or perception.

Now if you will excuse me I will double check that cleric example in my previous post. EDIT: oh snap let me fix those troubling little details of time in nwn
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Post by: Goblin Butcher on October 10, 2008, 12:08:48 AM
Just because your a conjurer, evoker, moocowmaker doesn't mean you need to cast the spells from said school constantly!

I recall one conjurer (actually one of the few conjurers I ever met that was useful) used to go invisible, use a single decently durable conjuration to gather up a ton of critters, haste, then spam fireballs killing the group.

Moral of the story, there is more to being a conjurer than just spamming summons which are designed to be circumstantial, hence the short durations!
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Post by: Jayde Moon on October 10, 2008, 12:12:44 AM
TL:DR the whole thread but isn't 399 rounds more like 39 min and 54 secs and 4180 rounds equal to 6 hours and 58 minutes?

Rounds are 6 seconds long each yes?  I do not know if this further supports your argument or hurts it.
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Post by: MisterPAIN on October 10, 2008, 12:59:23 AM
Quote from: Jayde Moon;91919TL:DR the whole thread but isn't 399 rounds more like 39 min and 54 secs and 4180 rounds equal to 6 hours and 58 minutes?

Rounds are 6 seconds long each yes?  I do not know if this further supports your argument or hurts it.

I was just getting done fixing that up, please hold up >_<
---------
Done!

Anyway yes they are 6 seconds long, and turns are 10 rounds making 60 seconds a turn. The OP proposal was 1 turn + 3 turns * level.

This would make durations like this:
Level 2: 7 minutes
3: 10 minutes
4: 13
5:16
6: 19
7: 22
8: 25
9: 28
10: 31

Summons are currently 3 rounds/level so...
2: 36 seconds
3: 54
4: 1 minute 12 seconds
5: 1 minute 30 seconds
6: 1 minute 48 seconds
7: 2 minutes 6 seconds
8: 2 minutes 24 seconds
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Post by: LackofCertainty on October 10, 2008, 01:36:42 AM
Quote from: Goblin Butcher;91917Just because your a conjurer, evoker, moocowmaker doesn't mean you need to cast the spells from said school constantly!

I recall one conjurer (actually one of the few conjurers I ever met that was useful) used to go invisible, use a single decently durable conjuration to gather up a ton of critters, haste, then spam fireballs killing the group.

Moral of the story, there is more to being a conjurer than just spamming summons which are designed to be circumstantial, hence the short durations!

You have a point, but I think it's flawed.

If I'm RP'ing a conjurer, I'm going to rp a -conjurer-, not a wizard with 1 extra spell slot of each level, who can't cast transmutation spells.

Now, I'm not saying that conjurer's can -only- cast conjuration, nor am I saying they'd be less of a conjurer for casting evocation spells, but if you see a conjurer that "spams fireballs" maybe they should have been an evoker instead?

If you're devoted enough to a school to specialize in it, then you'd damn sure be devoted enough to try and make use of it. I try to prepare at least two or three conjuration spells for every level with my conjurer, personally, and I try to come up with situations to use conjuration spells over other options.

I mean... heck, you could even do that same trick you described by spamming Mestil's acid breath over the cluster of enemies.  Granted Mestil's acid breath is harder to aim and probably less useful than fireball, but:
1.It fits more into the mentality of "conjurer" over "Some wizard that has extra spell slots".
2.If you're a conjurer, you likely have spell focus in Conjuration, which means your Mestil's acid breath DC should be higher than your Fireball DC anyway. :p

And of course there's other options too, besides spamming damage spells, like tossing a web onto a group and summoning a deep spider.



I do agree that summons are situational, though, and there's more to them than just ploping them and letting them roam.  As an example for me, I like to cast a ghostly visage on Marin, get into melee with the enemies, and -then- make some summons to kill the enemies while marin tanks. The flanking bonus really helps them. :p
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Post by: LackofCertainty on October 10, 2008, 01:48:20 AM
Forgive the double post, but I just noticed this:

Quote from: Goblin Butcher;91917I recall one conjurer (actually one of the few conjurers I ever met that was useful) used to go invisible, use a single decently durable conjuration to gather up a ton of critters, haste, then spam fireballs killing the group.


Was this conjurer of yours poping speed potions? (conjurer's can't cast haste) :confused:


Random thought edit: "Poping speed potions" makes it sound like they're doing drugs, doesn't it. >_>
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Post by: putrid_plum on October 10, 2008, 02:00:43 AM
Just because you are a conjurer doesn't mean you can't use other spells.  Necromancers shouldn't use other spells, evocationist should only use damage spells? Now that is just silly, Naga makes a good point.  This is so not needed, maybe make regents drop more so more themes are open but no longer summons please.
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Post by: Cruzel on October 10, 2008, 05:41:42 AM
Wow, Misterpain you totally missed my suggestion.  My suggestion was

ONE TURN, plus ONE TURN for every THREE CASTER LEVELS.

Clear now?

Good.

This is not a massive change, it is adding a small amount of time. One summon will still not go throughout  the entire quest.  They will just last longer and be abit more appealing.

QuoteMaybe let Conjuration Specialist Wizards pick their own default summoning theme? I.E. I could pick Earth Elemental as the summoning theme for Marin, then I could still use reagents to summon other things, but Marin's "normal" summon would be an earth elemental. At least that way conjurers would be able to compete with any given Cleric at summoning.

This is possible through app, or IG methods.  (I've had a PC who permanently shifted their theme before after finding a certain item which taught him how, etc.) However, these shifts are incredibly hard to find, from what I have seen.  But tbh I think an app like this would be pretty minor, and easy to be approved. (Depending on the theme you want!)
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Post by: DFTPeeper on October 10, 2008, 05:54:51 AM
Dear god, extend it. >_>
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Post by: Egon the Monkey on October 10, 2008, 12:35:03 PM
*ahem*
Good Domain summons are PANTS. Discuss.
A good example, the Lvl 2 summons with 4, count 'em, *4*, HP. Yes it has conceal, but one ray of Frost, Sound Burst etc blasts it out. The only good point of them seems to be dealing elemental damage. Other than that, it almost feels like a domain penalty. So, can anyone point out an awesome feature of them I missed due to not using them, or are they just crap? Even the level 4 one is rather rubbish from my experience.
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Post by: Goblin Butcher on October 10, 2008, 04:17:06 PM
Um those summons have 5~10 DR if I recall correctly Egon.

Also some of the most powerful spells out there are conjuration, but do not summon monsters folk. Take for example Evard's Black Tentacles, open with that and every low ab/ac class that is not small will be instantly devastated by high damage and stun (insta mage duel win)
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Post by: lovethesuit on October 10, 2008, 05:03:49 PM
Well alright, um...

If the issue is one of clerics being superior to Conjurers, then how about this? We make an alteration to the Conjurative Focus item, you know the one, the one that lets you use reagents? Yes, and we change that so you can get different types of Conjurative Focus. Some of them will extend duration, but will be more expensive, or only given away as special loot. Such as that.

How's that?

Edit: Would also like to chime in by saying Evard's sucks.
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Post by: Goblin Butcher on October 10, 2008, 05:22:12 PM
Lovethesuit not against its intended target, for example you could one shot Jawl Highwind with it pretty easily with absolutely no chance to make a saving throw (even making the saving throw she'd still die before she got out of the spell effect)

It's a mage killing spell mostly, but will also work well on rogues, bards, and maybe an exceptionally weak fighter >.>

Theres also Mestil's acid sheath as part of the conjuration school, mage armor and who can forget flame arrow.

As for clerics being able to summon to greater effect, clerics are also capable of receiving spell failure for failing to adhere to certain doctrines, where as wizards are unrestricted. Though that being said the doctrines really aren't strict enough for this to be a valid detriment I suppose! Maybe what LTS said, yes I'll go with what LTS said, except the edit part.
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Post by: JackOfSwords on October 10, 2008, 05:24:10 PM
I like lovethesuit's solution.
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Post by: LackofCertainty on October 10, 2008, 08:14:09 PM
I recall, on my other server, empowered evard's throwing out 140 damage in a single round against a mage. (and that spell lasts 1 round/level, so yeah, devastating. :p)




I still don't see any reason to increase the duration of summons.  I know I'm repeating myself, but Summons are not supposed to be Insta-Fighters.  If you make summons last a long time, then fighters become near redundant. (why take a fighter when Wizard X can just summon a nasty creature and buff it)
 
1 turn + 1 turn/3 levels or 4 rounds/level are small increases, yes, but they're unnecessary small increases in my mind.  Why make the Devs go through and alter the duration of every effing summon when it's a small, unneeded change?
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Post by: JackOfSwords on October 10, 2008, 10:00:57 PM
Lackofcertainty:  lovethesuit's suggestion doesn't change the rules, it merely adds an obtainable loot reagent that would allow you to boost a spell.  I think that's a great idea, there are multiple ways this adds to the game, so long as it's not too common to come by.
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Post by: Johannes on October 11, 2008, 11:07:35 AM
I don't think that the statement that your run-of-the-mill cleric is a superior conjurer to a conjurer arcanist of equal level is valid, especially after the addition of the multisummoning feature which scales according to appropriate taken SF feats.
 
I feel that the conjuration duration is fine. It reflects the unique niche of the wizard to respond to moments of desperation to devastating effect, but burn themselves out afterwards. Wizards on EfU have been deliberately designed to be reliant on other, more consistently useful classes and I personally have no plans to change this design policy.
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Post by: Nickless on October 17, 2008, 09:49:56 AM
I have to disagree with you there, Johannes, a cleric summoner with the same feat investments is likely to have a superior summoning theme, more hit points, the ability to summon in heavy armour with a shield, the ability to use superior weaponry, and, as far as I am aware, the ability to summon an equal amount of monsters, at the same level. The only thing wizard summoners have over clerics is an extra feat at 5th level, to my knowledge.
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Post by: Echigo on February 06, 2009, 04:57:04 AM
Well, I am game for -any- improvement in summoning period! I don't care how much of an improvement it is. Summoning was one of my favourite things to do when I'd make a Wizard. For adventuring, fighting, and role playing purposes.

Increasing the duration slightly would be a heaven sent, as I fear Mages are well nerfed in EfU. And as I read in a post earlier, all the other classes are capable of solo'ing because of all the consumables in abundance. Mages couldn't solo anything even if they had every consumable made by the DM team. From personal experience. So, even with a small increase in duration, they wouldn't, by any means, be capable of becoming a solo, self-reliant class. Just increase the duration of Summoning or go with LTS' idea, and a lot of people will be happy, including me, the ultimate mage junkie >_>