Regarding "overcharge":
I guess you misunderstood what I meant. I just wanted to make overcharge a bit more viable than it is right now. Providing 50% damage when it is applied (like it is right now), 100% one round later, and then the summon explodes. (also better symbolizing the "overcharging" idea... more... more... boom!)
But... that misunderstood idea also isn't too bad I'd say. I just would decrease the damage bonus and simply give the summon 2 rounds to "release the charge", without any immobility time. If not released or it's killed meanwhile it also explodes.
Regarding the totems:
Why would you make the amount of totems grow if the duration caps it? 3 turns = 3 totems.
The only way this would not be redundant is with no cooldown at all, or higher duration.
No coolddown could help reducing the "warm up" problem, but then a high or missing cap would mean a possible OP power accumulation. So there needs to be a cap to prevent that, but still a way to build it up fast enough to take pace with other professions/skill sets that can unfold their power way faster.
The best way to do that would be either more attacks per round or higher damage, and this would already bring it really close to "standard" summons. So according to occams parsimony, why reducing the significance by introducing redundant aspects?
(an improved version of the lackluster farsight infuse could verywell take on the ranged needs, for example, or a skill craft like a "summon elemental" spell combined with a spell like the DOS1 "farseer" skill)
TBH, the only way I could see totems added as both
a) a viable as well as
b) distinct yet not redundant aspect
is to give them a makeover similar to a trap, a mix between summon and trap.
Similar to sentry/spring guns in real life, they could trigger an attack similar to attacks of opportunity, but ranged, simply by having an enemy enter a certain range. The amount of these attacks could be limited, for example by visible stacks of a certain buff, that's decreased by 1 whenever the totem shoots, and destroys the totem when reaching 0. So the totem could act as a form of single target multi use trap, instead of the one charge aoe a mine for example would present.
A limit for their numbers would be needed to balance them in this case aswell. (2-3 I'd say with maybe 3 shots each)
edit regarding surface changing:
Even that way the removed need to use the surface interactions with that change surface spell would make a whole aspect a lot less meaningful/needed, a bad thing to do IMHO. No matter the cost. But again, that's MHO.
Last edited by Seelenernter; 06/04/17 05:14 PM.