As a fire and forget short lived summon, EDK is close to a decent balance. It's durability is an issue, however, when a well placed WoF, Banishment, or a round of DPS can drop it in short order.
One of the main issues is the size and initial abilities it casts often mean the AI for it needs a round or two to register everything it should be doing. Standing there like it's stunned while bringing up its fear aura, recognizing enemies are present, figuring out how to path around with it's size and aiming its Greater Breach.
As a result, it can often get bursted down before it even acts, which is a rather disappointing use of a epic feat that you need endgame spellcasting to use and only sticks around for rounds equal to CLx2 (can't pre-cast and ward it up in advance).
The two ways to resolve the issue, in my mind, are either to increase the duration of EDK (so it can be summoned prior to dangerous circumstances, and thereby not deal with the initial standing around issue), or allow EDK to have some sort of invulnerability effect prior to it actually taking hostile action (which would vanish the moment it DOES do anything offensive). This could entail a short lived greater sanctuary effect, or possibly immunity effects akin to what victims of time stop experience.
EDK Sanctuary on Summon
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- Arelith Silver Supporter
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EDK Sanctuary on Summon
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Re: EDK Sanctuary on Summon
Approved for making it a little more useful, although the specifics may change
You've done it [Garrbear], you've kicked the winemom nest. -Redacted