Weapons & Equip - Summoner Helmet Variants in Hardmode (2024)

Organic

Terrarian
  • Sep 28, 2023
  • #1

As I was preparing to play my first summoner run when 1.4.5 dropped, I was surprised to learn that in hardmode summoners do not get helmet variants for Cobalt, Palladium, Mythril, Orichalcum, Titanium, Adamantite, nor Chlorophyte armors. I imagine that the reason for this is because summoners have other armor sets available, such as the spider set and the forbidden set; but the forbidden set also buffs magic stats, meaning it is not standalone summoner armor, in my opinion. But even if you subscribe to the idea that summoner's unique armor sets are the reason why he don't have other helmet variants, why does the hallowed armor set have a summoner helmet varient?
If I were to add summoner helmet varients without subtracting from the viability of the spider and forbidden armor sets, I would make it so that while the helmet varients granted slughtly more defense and increased whip stats, the spider and forbidden armor sets out output more damage from summons/sentries, having them inflict debuffs or other such stuff.

If someone has a better idea on how to implement this, please feel free to share. Weapons & Equip - Summoner Helmet Variants in Hardmode (2)

(I was also going to mention about an armor set using some kind of Chlorophyte-upgrade for pre-pillars, like how rangers get Shroomite armor, mages get Spectre armor, and melee gets Beetle armor, but I suppose an argument could be made for the spooky armor being a good pre-pillar armor set for summoner. Would be cool if it got a slight buff in exchange for needing Chlorophyte like the other sets, and to help differentiate it from the tiki armor a little more.)

Big Sammich

Duke Fishron
  • Sep 28, 2023
  • #2

I personally like that Summoner has totally separate, unique armor sets, rather than just using the same ones as the rest of the classes, but that's just me. But I understand why people might want a Hardmode ore Summoner helmet. I don't think it's necessary, but I'm not against it.

Orchamut

The Destroyer
  • Sep 28, 2023
  • #3

The early Hardmode ores seem to be mostly fine the way they are due to Spider armor, but I guess an argument could be made that a Chlorophyte summoner helmet would be a nice alternative to Hallowed armor, despite it being extremely popular and sometimes preferred over Chlorophyte anyway.

Organic

Terrarian
  • Sep 28, 2023
  • #4

Orchamut said:

The early Hardmode ores seem to be mostly fine the way they are due to Spider armor, but I guess an argument could be made that a Chlorophyte summoner helmet would be a nice alternative to Hallowed armor, despite it being extremely popular and sometimes preferred over Chlorophyte anyway.

I guess spider armor does scale to cobalt/palladium, and you could say that the forbidden armor does what it is supposed to at the adamantite/titanium level, but what about at the mythil/orichalcum level?
Perhaps as you and Sammich projected, armor may not be the problem, but to me, there is something missing from the summoner class that it just doesn't look like a complete class.

Orchamut

The Destroyer
  • Sep 28, 2023
  • #5

Organic said:

I guess spider armor does scale to cobalt/palladium, and you could say that the forbidden armor does what it is supposed to at the adamantite/titanium level, but what about at the mythil/orichalcum level?
Perhaps as you and Sammich projected, armor may not be the problem, but to me, there is something missing from the summoner class that it just doesn't look like a complete class.

I mean I personally skip the Mythril/Orichalum armor level if I can, you'll only be using these armor sets for so long until you can defeat even 1 mech boss consistently.

J Bame

Terrarian
  • Sep 28, 2023
  • #6

Summoner is designed to be disconnected from other classes. Summoner doesnt have hardmode ore armors because it's simply not supposed to get Hardmode gear in the same way the other classes do. That's what Spider Caves are for. That's why Spooky armor and Necromantic Scroll are behind the completely optional Pumpkin Moon. Because summoner has a unique progression path.

Hardmode ore helmets would just make Summoner progression the exact same as the other classes, it could actually take away from summoner gameplay because now Spider Caves have a lot less unique value and summoner progression in early hardmode would be the exact same as other classes

Hallowed Hood is fine because Mech Bosses are mandatory, therefore you are going to get Hallowed Bars no matter what. There is no "unique path" for summoner alternative to getting Hallowed Bars; if you are against a Hallowed Hood for the sake of keeping the class unique then Summoner has no other armor until defeating Plantera. This is the same reason why a Chloro Hood is a good idea too, it just adds an offensive Summoner set whereas right now you are stuck with the offensive Hallowed Armor.

Having 6 clones of Spider Armor adds nothing to summoner.

Last edited:

zenithspeed

The Destroyer
  • Sep 28, 2023
  • #7

Organic said:

there is something missing from the summoner class that it just doesn't look like a complete class.

I've had this thought for a while too.
In fact, prior to 1.3 I just considered summoner as a subclass of magic (similar to how thrower was kind of a ranged subclass prior to getting discontinued) and while it's grown a lot in 1.4 and its sub-updates, I also agree that something just feels really off about it somehow, but I guess this might be it, then

Big Sammich

Duke Fishron
  • Sep 28, 2023
  • #8

J Bame said:

Summoner is designed to be disconnected from other classes. Summoner doesnt have hardmode ore armors because it's simply not supposed to get Hardmode gear in the same way the other classes do. That's what Spider Caves are for. That's why Spooky armor and Necromantic Scroll are behind the completely optional Pumpkin Moon. Because summoner has a unique progression path.

Hardmode ore helmets would just make Summoner progression the exact same as the other classes, it could actually take away from summoner gameplay because now Spider Caves have a lot less unique value and summoner progression in early hardmode would be the exact same as other classes

Hallowed Hood is fine because Mech Bosses are mandatory therefore you are going to get Hallowed Bars no matter what and there is no "unique path" for summoner alternative to getting Hallowed Bars; if you are against a Hallowed Hood for the sake of keeping the class unique then Summoner has no other armor until defeating Plantera. This is the same reason why a Chloro Hood is a good idea too, it just adds an offensive Summoner set whereas right now you are stuck with the offensive Hallowed Armor.

Having 6 clones of Spider Armor adds nothing to summoner.

Actually, yeah, I think you're right. Summoner Armor should be kept unique. I am now against the idea of Summoner ore armors.

sunner

Terrarian
  • Sep 28, 2023
  • #9

at least give us chlorophyte summoner armor, the leaf bonus actually makes sense for the class...

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Weapons & Equip - Summoner Helmet Variants in Hardmode (2024)

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