The last few expansions, summoners have seen a huge disparity in the power of AA/Heroic/Prestiege abilities compared to their other counterparts; Please don't let the developers continue this trend for levels 93-95. While Soulburn is a huge boost to our DPS potential, it comes with it a huge cost, especially to our Conj siblings who must juggle Plane Shift around the timing of this ability. Necromancers have very few tools to keep their pets alive through the massive AEs that many mobs have, just one very very powerful one - Bloodpact. However, with so many high level encounters having static raid debuffs increasing power consumptions 4-10times or more, it's basically impossible to keep this up in many encounters. Couple this with line-of-sight bugs that cause our pets to run in to melee range (if we can even get them to attack) and it becomes even more likely our otherwise lack of pet protections are our downfall. The Granite Avatar buff found on two items was previously our savior for this but unfortunately that was specifically coded to not protect our pets anymore beyond level 90 (However it's more than happy to still damage our pets when we remove the item). While Exploit Weakness is a pain to use and relies on luck, Assassins are receiving much higher numbers from this ability than Soulburn gives us summoners. Even more troublesome is the ability Sorcerers get, Sanguine Sacrifice. Developers did well not naming this "Uber Lich Form" which is basically is, as they were able to sneak it by many people by not making it so obvious. Increased power at the cost of health? That's a defining necromancer characteristic, and it's been given willy-nilly to our sorcerer mage bretheren instead. However, the bigger gap has come with presteige abilities. Starting with the first row of points and ignoring the nuances of ability mod, sorcerers get 10% damage to their spells per rank for a total of 30%, which summoners receive 5% per rank for a total of 15% to a few spells. On top of this, our personal damage roughly accounts for 50% of our damage, meaning instead of a 2:1 difference, summoners are actually receiving 1/4th the benifit compared to sorcerers. No other AA/presteige ability in the game is on par with Eternal Damnation that warlocks receive. Eci's Frozen Wrath that wizards get is a distance 2nd, and both are miles ahead of what summoners get. There is plenty of evidence of these sorcerer presteige abilities parsing over 200K DPS for just these spells on fights with waves of adds, which is almost every raid encounter. Meanwhile, our equivilent gives us 66-100% more damage to Lifetap. As low as 66% because this doubling of damage doesn't accept any Ability Mod, meaning in current raid gear, we're lucky to get an extra 15K DPS out of this ability. This is more than an order of magnatude difference in power, and Conjs are way worse off with the joke Crystalline Destruction is. Yet, we're penalized for using Lifetap when we need it most. The very next presteige point in that same line that "doubles" the damage of Lifetap also gives Lifeburn's timer a chance to reset. The caviate with this however is, successfully resetting the Lifeburn timer cancels any current Lifeburn! If you try and heal yourself through Lifeburn with Lifetap, you risk wasting all the time you wasted prebuffing HP and casting Lifeburn in the first place. And it's not like this Lifeburn canceling is the only bug we've been plaqued with for ages. We still have line of sight issues were we cannot even send out pet to attack, or it may even just stand somewhere attempting to cast, while not able to do anything (Easily reproduceable 100% of the time by sending pet to attack Sergeant Levik in Karnor's Castle and watching pet sit at bottom of stairs) And while the patch notes claim to have fixed the agility line causing mobs to make a beeline for our pets, this issue is still unresolved. It's no longer possible to train with our pet's defensive buff up as mobs will change hate from us to our pets as we body pull past them, and then attack out pets, receive damage shield proc damage, and put us in combat slowing our runspeed. Again, easily reproducable running through any overland zone that isn't grey. Next to all this, shared stats doesn't share buffs. Making things like Enchanted Vigor better any other DPS class. Upbeat tempo not giving out pets any additional ticks to dots, Time compression not sharing casting speed/reuse because it's for "Spell casting speed" not "Ability casting speed", etc. We're also the only mages who get no AA to increase our recovery speed. We get a small increase for our pet, yet the native spells our pets get actually have 0 recovery time, it's just the AA spells like Minion's Mark and Wrath of the Undead Servant that have recovery time associated with the spells. We actually cast less spells per minute than a sorcerer proccing things like Dynamism less times, for less damage (thanks to all the potency buffs they get). And while sorcerers have this huge edge of DPS over us, they pay for it with higher survivability with things like Battlemage Armor increasing their physical mit and regenerting wards added to Magi's Sheilding and mana shield. Please, don't let us get put futher behind this next expansion. Make sure our level 93-95 presteige abilities are on par.