Going to address the several replies from while I was asleep. Not going to bother quoting because it would get really crazy long. In general I just want to say that I really want to keep most of the current theming of the mastery (Energy use, ridiculous temporary bonuses) but agree that some things definitely need to be changed.
Sentry Imitation: Very likely to get an energy drain increase.
Flamer Imitation: Yeah, it’s near immortality, but it’s constantly draining your energy while active, making it so it’s hard to do anything else. You’d probably end up needing to use it when you get yourself into a bad situation, in which case you may not have been being careful with your energy usage in the first place. Or if you’re trying to play a tankier build, you won’t have the energy to sustain it very long in the first place. Probably fine how it is, especially considering it already starts more expensive than the other two.
Safe Space Imitation: Probably the most tank-like of the imitations. Or at least the most useful for tankier builds because of the lower cost and decent health regen bonus. I am pretty happy with where this skill is at currently.
Devotion Abilities: Hmm, I didn’t know you could put devotion abilities onto summons and have them go off when the summon attacks. The more you know. This could be a problem. Almost all of the devotion abilities have cooldowns in some form, though, so those are still fairly okay. Overall, I’m not SUPER worried about this new information, but I definitely didn’t account for this.
Safe Space Cast Speed: I agree this should probably be lowered. Doesn’t really have any reason to be high.
Summon Duration: I like the ability to create sentry nests and killing fields, personally. Don’t think there’s any harm in making the summons last so long.
Summon Limit: I’m really reluctant to lower this, since it would go against one of the themes of this mastery and reduce it to a much more standard summon class. I have come up with a few balance ideas which preserve my original idea while hopefully fixing the issue. Let me know if any of these (or any combination of the three) strike your fancy:
- Give turrets MUCH less health so they break down if they take any real damage
- Increase energy scaling on all summons again.
- Decrease damage on turrets.
Scaling off Pet Bonuses: I do think this is the way to do it, and will likely leave it as is.
Exclusive Skill: Yeah, your concerns make a lot of sense. The turrets it summons are equivalent to skill level 16 of the standard sentry, and they do spawn pretty often. Their summon limit is already slightly lower than the standard sentry, but I think I should bump that down further to like, 3, and maybe use a lower level sentry. Tools are a bit limited in scaling attached skills like that one, and that’s why I only made it only have 6 levels.