Compared to Shots for Character Weapons in B-Grades and up, they are cheap and the best of it: the price doesn't rise over time just because you change equipment or become higher level. It will always stay the same
Maybe you should note, that shot consumption increases gradually as you level up. It's not super important, but it's good to know.
It's been a while, but my general summoner guide got some major updates... It's Version 1.7 now. (When I hit 2.0, I'll make a complete website out of it and put eye candies in, like screenshots and stuff...)
For a PS light armor is a much better solo option. Additionally you'll be hard pressed to see a summoner outside of certain Olympiad matches wearing light armor in pvp. The pdef is not worth the cast speed hit which is needed when you have to compensate with your pet's def stats.
Also if you're going to melee to level up don't touch your str. With half decent equipment you can be doing 20-25% of the damage to mobs but this drops dramatically as you kill your already mediocre str.
-int is no longer a viable end game tatoo for summoners. If you don't pvp it's probably fine but if you do you'll find that 4 int make a big difference in your landrates, particularly when your opponents start enchanting their buffs to a point where bane's are not 100%
Each point of men is roughly 1% mdef, mp regen and mp pool. Many armor sets alone can counter the regen issue (it won't matter). MP pool is only an issue in sieges and the extra 4-12% isn't going to break you. Mdef, well same deal 10% mdef is nothing to laugh at but against mobs you won't need it and against players you can't affort to hurt your int or wit.
As to the FAQ section, pets now last 240 minutes for pure summoners post 40 if you are not in combat. It still goes 4 times as fast during combat.
Also, you advise against -h weapons because of their speed but they are identical in speed to fist and dual weapons. Over a large sample size in fact a 2-h will do identical dps as a set of duals. The 2-h is more consumable friendly however because you never get the half hit/miss situation. That's the only difference, that the duals will cost you more. Fists are identical except for the lower crit rate and higher land rate. This means that if you want to be efficient with those you should use a 2-h blunt since it is isomorphic to the sword/duals relationship.
There are tons of ways how you can go as a (phantom) summoner. I even know one who walks around with a bow and maj. light set. As I wrote in the guide, its a personal view and you can play any way you want as long as you are good with it.
About the weapons: if you really want to fire cubics, you will not go with a 2-h weapon. I know that you probably never use them, but I let my summons do the work and just support them, I dont care about my "personal" damage output when I solo. Up to (at least) A-Grades, if you just grind and don't pvp, that's alright, same to the armors.
Actually i've used most of the weapons ont he PS. The cubic fire rate is based on the minimum refire value (which is why daggers aren't as great as you'd think) and your attack speed. The speed with 2-h is identical to that of duals
Also you're a bit more efficient if you help. that means more xp per hour which means (usually) more adena per hour which can offset the unpleasant costs. Seriously i solo'd from 22-77 so i'm pretty familiar with different setups and styles.
don't forget that I didn't write a guide for just the PS, but a general one. The way of playing can differ a lot between the classes depending on how you want to treat your toon, but what I wrote suits all summoenr classes and is one way (not necessarily the ultimate, as stated many times in the guide). Your special view on the PS is understandable, but my intention was not to describe the ultimate leveling/percentages/chances/numbers guide for a phantom summoner, but to give a direction to start with and answer the questions which are asked often by new players (and which are often answered totally wrong in forums and other guides). I'm sure that no summoner player will need this guide after hitting B-Grades anymore because every of them will have found their own way in the meantime.
And: I know for sure that L2 is a **** hard grinding game, but I am not a powergamer and therefore prefer to give people ideas instead of telling them what they should exactly do.
Maybe you should write a "perfect solutions for Phantom Summoners" guide? You know tons about the class, so why not sharing this?
I am, I'm offering viable alternatives to a guide filled with absolutes. Rather than dismiss them because you don't want to play that way why don't you expand your guide to include multiple play style options so that people know there's more to do than just the way you originally wrote.
I think you did a great job with this. It is a comprehensive writeup of what you know about the summoners, but there's no way you could include every single setup, style, or opinion on something so general. Any criticism should be taken with a grain of salt, and if it is constructive and clear, and you feel it would be worthy to add, then by all means do so.
At the same time however, you are not obligated to accomodate all ideas into your project. I think you did well in making it as unbiased and general as possible. A+ if I was your instructor. ;)
I have tried just about everything I could think off. From Plated leather to Doom Robes and every weapon I could wield on my Phantom Summoner. At first I was very focused on my damage as summoner, but as the levels pass I must admit that I find my damage very insignificant compared to the soulless (Which I use if possible). So now I am in Blue Wolf light with a mysterious sword with acumen and a -5 str +4 dex tatoo. My damage is absolutely garbage but it works very well in my opinion and saves me from splashing out for a b or a grade weapon while leveling and I enjoy the little boost to run speed. ^^
Other then that I just want to say that I absolutely love my Phantom Summoner, its a pleasure to play and most of all I really enjoy how the class can change roles in groups and the different characteristics of the summons. And lately I have been summoning cadets to my grind spot (if its safe enough) for a bit of exp and a lot of cash to help them get a good start on L2.
Highly recommend the class to anyone that enjoy versatility and being able to just port out from town and exp if the mood strikes you.
Also recommend anyone reading this to send out some group invites to your local summoner. We are often misunderstood but we really do have some interesting things to offer just about any group.
I updated the guide again to Version 1.9.2. Closing in to a complete revision.... planning to build a complete guide website with screenshots and even more info (though this document will still exist and be updated!) have fun.
I think you forgot to mention the 90% xp stealing pet as a money making option in your guide.
I tried the half-hp mobs outside goddard on my lvl 71 ps and without using soulshots. Fast money and even coins (blood,silver, gold). All that for a d crys and some minor healing.
I read the guide ,and i am very glad whith all this info, because i was stopped whith playing my Warlock...ill think i give my toon a new chance....thx
the thing about that summons no longer taking exp - isnt that when you ENCHANT your summon? using skill enchants, after +10 your servitor no longer takes EXP?
+1 - +3 takes to 76, +4 - +6 is 77, and +7 - +9 is 78 ...
or am i sadly mistaken? never done this. i know Enchanting skills increases the learn level and that +4 is easier at 77. but blah murks up a lot about this so i have given up on it entirely.
currently for summons
+1 = 78
+9 = 70
+10 = 79 with slightly better stats
next chron
+1 = 78
+9 = 80
+10 = 80 with slightly better stats (im just guessing on this one)
the learn lvl formula that other skills use don't apply to summons
a +8 summon is just as easy to erase/root/sleep as a +1
you made a typo probably, but:
Interlude:
+1 = 78
+9 = 78 <-
+10 = 79
CT1:
Every enchant slightly better stats, and:
+1 78
+5 79
Atm my pony is only +7 (still 79 but better stats than +5). Anyone know when it hits 80? Since nanashi says +9 = 80.. (I kind of asumed +9=79 and +10=80 for Ct1..)
Ohh i can fill you in a bit on that. It was changed in CT1, again. +1 makes pet 78. Each + now raises the stats a little, sorry i don't have exact numbers. However +5 makes the pets lvl 79 and +10 makes them level 80. That's as far as i know however. Once servers are back up i can post some screenshots though they'll obviously be of random enchants.
Actually when Kai the Cat reaches 62 (Summoner 60) it gets only 5% instead of 10 that it used to, and thats a nice start. When you reach 70 the Kai takes 0% exp. The queen takes 3% at 62 (summoner 60) instead of 5%. I am not 70 yet so I cant confirm the 0%. I am 62 atm and rushing to 75 :P. From my experience, regarding my TH which I stopped playing at 73 ( I think its the most gimped char in game unless you manage to reach 77 where he becomes real deadly) the Warlock is a PvE legend, I can solo 1st rooms at witch cata easily and is very versatile for parties (feline queen, mass summon cubics) plus the summon friend skill is awesome!!!!!