Raise Spectre
" Just did a test run actually. Well, normal act I Brutus just managed to kill cruel act 3 flame banners in two hits, so I'd assume that they are downscaled then. For zombies I am sure they are as I recall seeing a ggg response to that somewhere sometime. |
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As far as I know a dev stated, that Spectres get downscaled, just not upscaled beyond the level they were risen. And after playing a summoner for a long time, it feels that this is so indeed.
Last edited by Seelenernter#5859 on Feb 19, 2013, 8:23:59 AM
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I suggest making the skill also "memorize" the BASE monster template so you can summon some basic semi-permanent minions later even if no corpses are available. I find these... odd pets very fun to have around. Because it only memorize the base monster the player cant spam elite monsters. Make it 2x mana or whatever if ggg find that imba. When casted these happen:
if(can_raise(get_selected_Obj())) { memorize_spectre(get_selected_Obj()); raise(get_selected_Obj()); } else if(memorized_spectre != null) raise(memorized_spectre); Please pardon my bad english Last edited by rephikul#3337 on Feb 20, 2013, 3:31:45 AM
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Similar things with the same aim were already suggested. Sadly no response so far. :(
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I would also love a memorize function added to this skill for let's say 200% of it's original mana costs. But to not make it imbalanced a corpse (of any other monster) should still be needed to be able to cast the skill. The description could be changed to something like "Forces the soul of a monster back to the mortal realm in exchange for some other monsters remains" or whatever, meaning the remains are just a sacrifice to summon up the ghost. So it wouldn't be to much of a bother if the spectre created from a body isn't the same monster type and looks different.
This would greatly help summoners, because basically if a map yields only monster types that do not add up to your spectre skill setup, it can literally take forever to finish a map after your original spectres have been whiped out. I do not say it's impossible, but the time needed compared to other classes is ridiculous. Also if the spectres that are summoned had the same base level as the player, it would make the life of summoners a lot easier. I nearly always start at act 1 in normal difficulty to get my zombie meatshield up, since i am nearly no match for the monsters in merciless without them. So why not let players also farm their spectres in normal difficulty. Would make the game a lot more fluent, since you can clear areas in normal difficultiy a lot faster than in merciless. This would also make full summoner builds a lot more accepted in party games i think. Because atm if i want to adapt to a certain map which i want to play with some friends, other than them just switching out some gems to better adapt to the environment i also have to clear out nearly a whole area on merciless difficulty to get the desired spectres before i am ready to play the map with them. Edit: Additional to the beforementioned facts, it is also a bit of a pain playing high level endgame maps with spectres that cap on level 62 or something. Sure, you can always use the mobs from the specific map to get higher level spectres, but you have to be lucky to find some decent monster types on the map, which are worth using as spectre. Otherwise, like mentioned before, it just takes ages to finish a map and is not viable compared to other classes. Would love to hear some thoughts about my ideas. :-) IGN: Donkiekong Last edited by Donkiekong#5775 on Feb 23, 2013, 7:00:47 AM
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I play summoner at the moment. Recently i attached lesser multiple projectile to my raise spectre gem. But when i read the tooltip, i see "30% less projectile damage" even with a lvl 6 support gem which give 20% less projectile damage.
Is it a tooltip error or is it intented that raise spectre do not scale with the level of the support gem? PS : sorry for my english, not my first language. |
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" I can confirm that a Spectred Gorilla will perform the summon action, but enemy monkeys will arrive. |
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Imagine you're a regular ol' monkey sitting in a tree. You hear the gorilla's distinctive battle cry and jump down to investigate. You then see this asshole human with a reanimated gorilla aiding him/her! Would you not charge them?
(it's intended behaviour) |
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Can anyone confirm that the buff and support gems only affect the moment when you summon spectres, but not after you have summoned them? say change a support gem, minion related gear etc.
I see if you take out the +1 spectre related gear, 1 spectre will immediately disappear. Or what if I change a support gem which is linked to spectre after it's summoned? will it still in play? |
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" Properties of the spectre are generated once, when it's created. If you remove a support, the spectre will keep the effect of the support anyway. Conversely, if you add a support, it won't buff your current spectres, you need to resummon them with the current support. This is consistent with other gems that have durable effects(for example Reduced Mana on auras then removing reduce mana won't change the reserve cost until you recast it). Last edited by PyrosEien#5602 on Feb 27, 2013, 8:54:33 AM
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