At first, I thought zephyr was decent. After trying to use him in difficult situations, he seems fairly underpowered. As always, it could be a “me” problem.
The problem I find is a lack of ammo. The summon will sometimes kill a tower or two, but struggles on long islands with several defenders. The summon soaks super shots well, but I have no ammo to capitalize.
I think that tying the ammo gain to the summon spell (since it can be used semi frequently) instead of dodge would help.
For this dragon specifically, the increase to spell duration secondary is considered a bad thing to most players. Increasing the duration also increases the time between casts so you are unable to gain rage as frequently. For that reason I used a different seasonal glyph as well in place of his so I still get 8% hunter attack but without any secondary effects.
Looks like you’ve suffered from week 1’s FP mythic glyph gamble as well. But yes it benefits from attack and rage and ammo a lot better than hp, I have no idea who that that was a good idea at PG if the HP does barely anything. Mostly rage and ammo though.
Is it because that’s how you lose rage faster? Oh long duration … nvm that’s how you kill a dragon, depending on which spell it is if it’s not a dodge then man that’s a huge waste.
Okay I really don’t understand this dragon it says Honorable wings gives rage and HP … yeah I see why those runes and glyph is really useless. Guess I’m staying away from it’s mythic glyph.
The problem with Zephyr‘s summon (compared to a cloak) is that it ignores shots that are already in the air. So everytime you want to use it to block something, you have to use it preemptively. If you try to use it reactively, Zephyr is going to get hit. Also blue mages completely ignore the summon and always drain you unless the dodge is active.
Additionally, the summon‘s target prioritization seems to follow a fixed pattern (same way as spell flux like spells have a pattern) which adds an undesirable factor of randomness. It‘s also a rage heavy spell, considering it‘s cost of 2 rage per use and the frequency of usage forced by it’s low hp and the lack of any other available survivability tools while the dodge is on cooldown
Is this a bug or just a poor design by PG? I’m specifically talking about:
Summon as a glass cannon
Summon not blocking
This sucks, Zephyr is my first Hunter and had higher expectations…I guess from what I read around here, I should lower my expectations across the board on this game
The summon has low health by design. It is high damage low health. You can use it effectively to block most super shots. The ss it doesn’t block could conceivably be planned around. However, you will die after a few casts of summon because it dies and you have no other way to kill towers.