Summons Changes Discussion Post - 2/7/2025 - 3/1/2025

Dan

Staff Member
Administrator
Game Master
Custom Changes
  • All Summon Changes
    • Further enhances summons following the changes made a few months ago:
    • Added a new Property:
      • Summons Cannot Be Dispelled (PvM)
        • In a future update, this property will be available on a special spellbook or special talisman.
        • The item must be equipped for the dispel prevention to be active.
        • From now until 3/1/2025 a copy of the spellbook can be obtained from Holy Mages for 10gp, for testing purposes.
          • NOTE: The item will be deleted on 3/1.
  • Mage Summon Changes
    • Hit points for Summoned Fire Elemental, Water Elemental, Earth Elemental, Air Elemental, and Daemon have been increased by +50 points.
    • Min/Max resists for the above summons have been increased by +10 on both sides.
    • The above summons now come with a special ability:
      • Fire Elemental
        • Area Effect - Explosive Goo
      • Water Elemental
        • Area Effect - Aura Of Cold
      • Earth Elemental
        • Area Effect - Essense Of Earth
      • Air Elemental
        • Area Effect - Aura Of Energy
      • Daemon
        • Weapon Ability - Bleed Attack

All of these changes are TEMPORARY and I would appreciate feedback if anyone tests out the changes. On March 1st we will either roll back the changes or if feedback is positive we will keep the changes / make new changes based on feedback.

The spellbook that can be obtained for testing will be deleted regardless on March 1st.
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
Looking for feedback if anyone played around with the summons.

The spellbook obtained for testing will still be removed on March 1st.
 

FireFly

Journeyman II
Supporter
Lets be honest i doubt there is single person who play caster like mage without taming/weaving (feys) etc also amount of players is actually low so i doubt you will see any feedback on that matter
 

Majere

Neophyte II
Supporter
Book works, you can kill Tyball's Shadow using only vortexes or nature's fury, for example. I was planning to test some abyss spawns but haven't found time for now. It can be useful for a new player mage with no taming, but as FireFly said, there are no valid builds for mages without taming for pve.
Elementals die too quickly , even from somewhat low lvl mobs.
 

FireFly

Journeyman II
Supporter
What was base hp on those elemental summons before change? Or what it is after changes? I bet those 50hp dont made them tanky/dps enough to stand alive or kill before got killed.

If you want summons to be consider usefull their stats should be much higher/or divide them like

Earth ele/water ele could be high hp high resists but low dmg for 100%tanking purposes
Other ones high dmg +medium stats?
That way maybe if you can use one summon to tank for other one this might be usefull. Otherwise i cant see any use of those
 

Bob

Journeyman
The Legend
the party member bard buffs ect.. ,
powerful ev's will help the party
 

BBB

Novice
The Legend
Benefactor
Supporter
If your point is make summons reliable and truly useful, i'd say you should go even further. We have to replace an actual pet, for example Cu Sidhe which is 600+ hp auto healing machine you can also ride for a magery summon.
What if they could be trained the same way we can train pets right now? Just instead animal taming and animal lore it would require raw 120 magery and eval int + magery mastery. You could build your own four different elementals and a deamon. They could take up to 5 slots and regain all the training after summoning it again. You could use an ethereal steed to get to the place you want, then dismount and summon 5/5 slot deamon able to tank a greater dragon.
I think this could encourage some folks to building characters around summons instead of pets.
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
Looking for feedback if anyone played around with the summons.

The spellbook obtained for testing will still be removed on March 1st.
A little late but the testing spellbook has been removed and may be re-introduced as an artifact at a later date.
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
What was base hp on those elemental summons before change? Or what it is after changes? I bet those 50hp dont made them tanky/dps enough to stand alive or kill before got killed.

If you want summons to be consider usefull their stats should be much higher/or divide them like

Earth ele/water ele could be high hp high resists but low dmg for 100%tanking purposes
Other ones high dmg +medium stats?
That way maybe if you can use one summon to tank for other one this might be usefull. Otherwise i cant see any use of those
It also needs to be balanced against this:
Enchanted Summoning (Passive)While the magery, necromancy, spellweaving, or mysticism masteries are active the magic user receives a buff to summoned creatures based on skill and mastery level.

If your point is make summons reliable and truly useful, i'd say you should go even further. We have to replace an actual pet, for example Cu Sidhe which is 600+ hp auto healing machine you can also ride for a magery summon.
What if they could be trained the same way we can train pets right now? Just instead animal taming and animal lore it would require raw 120 magery and eval int + magery mastery. You could build your own four different elementals and a deamon. They could take up to 5 slots and regain all the training after summoning it again. You could use an ethereal steed to get to the place you want, then dismount and summon 5/5 slot deamon able to tank a greater dragon.
I think this could encourage some folks to building characters around summons instead of pets.
Pets are just too strong in that arena. It is really hard to balance PVM stuff against the DPS outputs of a trained pet or a sampire. One possibility could be to lower the control slots so you could have 1 of each elemental summons out at a time. That combined with their new passive AOEs might make a slight difference.

Appreciate the feedback though guys.
 
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Reactions: BBB

FireFly

Journeyman II
Supporter
Add training option to summons and this would be best thing that can be done. But also restrictions
Like for mage summons character cant have necro/taming/maybe also add chiv or something.

Second thing that would be great for someone who play pure necromancy so at least 90 necro/spirit speak no magery or chiv if skeletal dragons that you can "tame" with mastery could be bonded and not go wild bcs no one use them ever since every time need get new ones. Those are two slots no need to be trainable just let them bond
 

Majere

Neophyte II
Supporter
Second thing that would be great for someone who play pure necromancy so at least 90 necro/spirit speak no magery or chiv if skeletal dragons that you can "tame" with mastery could be bonded and not go wild bcs no one use them ever since every time need get new ones. Those are two slots no need to be trainable just let them bond
+

Why train summons? I think training should be reserved for tamers only. (Why would anyone need taming if you could train elementals? Otherwise, too much balancing would be required.)

Make elementals and daemons powerful enough to be used in PvE, almost as strong as cu. For example: 5 slots, 500-600 HP + mastery bonus, stats similar to a trained cu but with slightly lower strength (maybe 150 dexterity, 300 intelligence/mana), max regen (0 stamina regen + mastery bonus), no healing skill or discord, but one useful move or ability depending on the damage type (e.g., Conductive Blast, Grasping Claw, Inferno, Repel, Aura of Nausea, etc.). Damage would be 18-25 (for a 4-slot pet), and resistances seem fine as they are now.

Make pet skills depend on character skills (perhaps using something like (Magery + Eval + Meditation) / 3, or just set all skills, including parrying, to 100).

If these summons are truly usable, make them drain the caster’s mana at a rate of 2.9 MP per second (using 120 Meditation + 30 MR or the Focus skill).
 

BBB

Novice
The Legend
Benefactor
Supporter
Why train summons? I think training should be reserved for tamers only. (Why would anyone need taming if you could train elementals? Otherwise, too much balancing would be required.)
yeah i agree that it takes a lot of work to balance it out
what if they just could be stronger and take more slots with every level of magery mastery?
Majere's idea also seems to make meditation a useful skill again, which I actually like if we are enhancing summons
 

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