Talk:Summon Ice Imp

nice skill pic :D InfestedHydralisk   17:40, 11 August 2007 (UTC)

It should so drop a naga pelt when it dies. (An ice imp did that for my team when we were mapping mineral springs.) Armond 21:04, 12 August 2007 (UTC)


 * A Nage Pelt? o.O InfestedHydralisk  [[image:Shadow_Prison.jpg|19px]] 22:31, 12 August 2007 (UTC)

My instinct to complain about the skill choice ( Ice Spikes ) relative to the other summons, as the others have skill recharges of 8s, 5s and 3s with some excellent synergy - quite an important concern with a limited duration summon like this ( if it lasted 44 seconds it would only get to cast twice ! ). However, I looked through the Core Water skills list and the only viable alternatives are Ice Spear ( 0s but pretty plain ), Blurred Vision ( 12s but maybe too darn good ) or Deep Freeze ( same 15s but far more awesome ) - so I can understand why Ice Spikes kind of 'defaulted' the competition. It would be nice if Anet considered those alternatives again though ( plus Shard Storm if looking further afield ), as Ice Spikes is not really a long or broad enough snare / cover / trigger Hex to put the Ice Imp on par with any of the other 3 summons.--Walks With Angels 22:02, 13 August 2007 (UTC)


 * ice spikes on this would actually be better then the other summons because it does damage to all foes and snares them.
 * Granted it is a damaging AoE snare BUT the AoE range is merely adjacent, the snare only last 5 seconds ( assuming the Imp has 12 Water Magic ) and the benefits do not - in my opinion - outweigh the fact that this summon's Spell has almost twice the recharge of the next slowest. If you put Ice Spikes on a Hero, the odds of it hitting even one monster who actually WANTS to move ( a melee one ) every 15 seconds are not high...--Walks With Angels 09:27, 15 August 2007 (UTC)
 * I like Ice Spikes. It's certainly a good skill.  But I think that this (and the other Summoning) skills may be a tad underpowered because they can only use one Skill.  You have to give up one of your skill slots to create a creature that can only cast one spell, and you don't even get to pick the target.  I think that if they just gave this little fella another spell or two - Deep Freeze, Ice Spear, and Frozen Burst are all great candidates - it would really give them the edge they need to be good competition for a skill slot.  That sounds fair, sacrificing one of your own skills for a helper with two, but without the ability to control what it does.  --Jette 21:09, 15 August 2007 (UTC)
 * I think you're missing the big picture. If EVERYONE gave up a slot to bring one of these summons, then that effectively doubles the size of your team. More bodies to soak up hits, and even with just ONE spell, that's 8 EXTRA bodies CASTING that spell (mixing up the summons would be epic, though). And what if someone on the team is a Minion Master? Romping through a dungeon with that many allied creatures would be like watching a steamroller. --J. Dublin
 * You can add the fact that nobody said that you can't actually bring more than one of these summon skills... Anyway, nobody ever said that these summoned creatures leave exploitable corpses either... Would be very surprising if they did, but I doubt that. If they did, Minion Masters would become ultimate charcaters in PvE (well, they already are...) --Funky Jah (talk) [[Image:User_Funky_Jah_icon.jpg]] 12:47, 23 August 2007 (UTC)
 * Use the corpses from the ones you kill...thatwhy the MM InfestedHydralisk  [[image:Shadow_Prison.jpg|19px]] 23:02, 24 August 2007 (UTC)

With that restriction and 60 recharge you can call summon skills a useless gimmick now. One summoned monster doesn't help as much just bring a minions master instead! and forget about summon skills. Change "Only 1 Asura Summon can be active a time" to " "Each player can only have 1 Asura Summon skill active a time." 30 August 2007 (UTC)
 * I don't think we know if it's one per party or one per player yet. -- Gordon Ecker 11:00, 31 August 2007 (UTC)
 * Pretty sure it's one per player. Just makes the sure that you can't bring all four at once, and use them all at once to make a pretty awesome team. I could swear me and a friend both brought Ruby Djinns and used them at the same time. 71.252.89.17 14:06, 29 September 2007 (UTC)
 * It's once per player, probably should add a note. --Link4all 17:23, 24 August 2009 (UTC)
 * Gah, nevermind. Way old, should have checked :x --Link4all 17:25, 24 August 2009 (UTC)

Format inconsistency: Call me a beancounter...There was a space missing right after the pipe and "concise description" ;) --El Neuro Quila 22:13, 31 August 2010 (UTC)

Spawning Power?
Just wondering if Spawning Power affects the health of these summons, can't check it out on my own rit, she's only level 19 (but in Vabbi with 5 AL, lawdy)... Saph 09:12, 3 September 2007 (UTC)
 * I know it triggers Boon of Creation, Explosive Growth, and Spirit's Gift. Not so sure about the added health.  99.33.39.201 04:25, 25 November 2010 (UTC)

Damage
How much damage does it do? Like at level 12, how much does it invest in Water Magic? I know it does not matter, but would be nice to know imo. --Pwrkaril 22:02, 5 September 2007 (UTC)

I've started a table. -- Gordon Ecker 08:59, 18 September 2007 (UTC)
 * Added Level 20 data. --Ckal Ktak 19:01, 16 October 2007 (UTC)


 * This data seems incorrect to me. Backsword 10:55, 23 November 2007 (UTC)


 * I've added the level 19 data. -- Gordon Ecker 01:08, 26 April 2008 (UTC)

hex
how does this prove helpful when u need a hex to meet a condition for another skill? it lasts 50% of its recharge time. hardly what i would claim as useful--Justice 06:06, 23 October 2008 (UTC)

2/3rds attack range?
I've never experienced this, as a warrior I have seen my summons attack at full range as I charge in... can anyone with a more backline character confirm or deny their range? MrPaladin talk 13:48, 8 July 2009 (UTC)