So what? I have 18 AP every Round and 1 Round Cooldown -> Just Summon a new one. Also Damage is no Problem ( Thanks to Healing Spells ). The Problems are Special Arrows and CC Magic and the Summons tank them perfectly fine ^^
Yeah, no kidding. How the hell did summons end up on a 1 turn CD? How about we give the mage skills the man-at-arms treatment and give all summons a 15 turn shared CD, change the 2 heal skills in hydrosophist to have 6 turn CDs, double all the AP costs, and lastly, give all the spells a 30% to fail outright.