Without going into the whole TP argument...in between bloodpact and blood ward a player has a few seconds to play with. Why not summon a spirit to "wishfully" cast a strong nuke also, then continue with pacts and wards? This is especially so when Summoners are in the support role. The straight damage role is the avatar/summoner dual combo.
My summoner is dusty, but all the AoE tend to be short lived unless a player is "significantly" geared passed the skill cap. War cry is one of the shortest, though the doulbe attack favor is nice. When a summoner is buff player groups, dropping a strike and wards takes 1min each..usually back to back. That leaves players with around 45-50 seconds of "down time" or regular avatar melee. Since spirits are super quick to summon, you know have an opportunity for at most 1 spell. Unfortunately it'll be a enfeeb which makes spirits useless. If it were a garunteed nuke, more player I think would whip it out. If the cycle was nuke > enfeeb > nuke etc.. More players could factor this in as a "free" bloodpact.
I'm reminded of BLM camp against mob Summoners... 9/10 an elemental will lead with the "big nukes" while player spirits 9/10 will lead with a buff or enfeeb.
When a summoner player is playing solo, then yes it'll be pointless to play the summon/dismiss game.

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