Instantly revives your Champion at your team's Summoner Platform and increases your champion's maximum health by 200 + (lvl x 20) for 2 minutes. 9 minute cooldown.
The cooldown should be definitly lowered by 3 minutes, so it only has a 6 minutes cooldown. This is still a big one compared to other spells, but for that, it is also powerfull.
Empowers your champion, increasing ability power by 6 + (lvl x 4) and attack speed by 35% for 12 seconds. 3 minutes cooldown
Actually, from the numbers, it should be a good spell. The problem is, Ignite is most of the time better for the damage and not many champs use a combination of AP and AS. I think it should be reworked into an aura item for supports, like the first suggestion for it was.
Promotes the nearest allied siege minion (in Classic) or super minion (in Dominion) to an anti-Turret Cannon, healing it, granting bonus stats (depending on level), and causing it to grant the caster gold for its kills. 3 minutes cooldown
Bring back the old siege rider! Give him also the aura! Then this spell could have good use for pushing teams. Also could be used for the aura in the fights.
Shields your champion for 100 + (25 × level) for 4 seconds. 2 minutes and 5 seconds cooldown.
Make it avaiable for Dominion and Summoner's Rift. Just increase the cooldown to 3 minutes and it would be fair.
[quote=NicknameMy]I don't like it that at least 50% of the summoner spells considered bad. I think they should be all on the same level:
1. [[Revive]]
[QUOTE]Instantly revives your Champion at your team's Summoner Platform and increases your champion's maximum health by 200 + (lvl x 20) for 2 minutes. 9 minute cooldown.[/QUOTE]
The cooldown should be definitly lowered by 3 minutes, so it only has a 6 minutes cooldown. This is still a big one compared to other spells, but for that, it is also powerfull.
2. [[Surge]]
[QUOTE]Empowers your champion, increasing ability power by 6 + (lvl x 4) and attack speed by 35% for 12 seconds. 3 minutes cooldown[/QUOTE]
Actually, from the numbers, it should be a good spell. The problem is, Ignite is most of the time better for the damage and not many champs use a combination of AP and AS. I think it should be reworked into an aura item for supports, like the first suggestion for it was.
3. [[Clarity]]
[QUOTE]Restores 160 + (lvl x 30) Mana to your champion and 50% of that to nearby allies. 3 minutes cooldown.[/QUOTE]
Like at Heal, increase the numbers. Then it is suddenly viable for mana heavy teamcomps.
4. [[Promote]]
[QUOTE]Promotes the nearest allied siege minion (in Classic) or super minion (in Dominion) to an anti-Turret Cannon, healing it, granting bonus stats (depending on level), and causing it to grant the caster gold for its kills. 3 minutes cooldown[/QUOTE]
Bring back the old siege rider! Give him also the aura! Then this spell could have good use for pushing teams. Also could be used for the aura in the fights.
5. [[Barrier]]
[QUOTE]Shields your champion for 100 + (25 × level) for 4 seconds. 2 minutes and 5 seconds cooldown.[/QUOTE]
Make it avaiable for Dominion and Summoner's Rift. Just increase the cooldown to 3 minutes and it would be fair.[/quote]
1.
The cooldown should be definitly lowered by 3 minutes, so it only has a 6 minutes cooldown. This is still a big one compared to other spells, but for that, it is also powerfull.
2.
Actually, from the numbers, it should be a good spell. The problem is, Ignite is most of the time better for the damage and not many champs use a combination of AP and AS. I think it should be reworked into an aura item for supports, like the first suggestion for it was.
3.
Like at Heal, increase the numbers. Then it is suddenly viable for mana heavy teamcomps.
4.
Bring back the old siege rider! Give him also the aura! Then this spell could have good use for pushing teams. Also could be used for the aura in the fights.
5.
Make it avaiable for Dominion and Summoner's Rift. Just increase the cooldown to 3 minutes and it would be fair.