Originally Posted by Neonivek
Originally Posted by Tuco
...Are you suggesting that a 6 turns cooldown is short?
That's pretty much as long as they come in this game.


If anything that might be too long. To admit I can imagine the summoner getting abilities later on to ease that problem.

Kind of interesting the Summoner's summons are weaker than typical summons but they have a lot more potential.


What's the cooldown for Walk in Shadows? 10 turns? Also, now that you have 2 invis spells with different cooldowns you can chain them together and basically wait for all your other cooldowns to refresh. This isn't even cheesing as it is directly possible via skills...