The 9 dmg is nice, but it isn't that much of a dmg boost...
( Didnt even notice an increase opposed to the 3 dmg arrows). I'm not a mage, but I think this spell should be changed too.
As I understand it, 9dmg arrows should do 45% more dps than 3dmg arrows. That's remarkably similar to the dps difference between a 65 ranger with no AM and with AM3 (5% difference, if my math is correct!). That makes the arrows very good. Getting back on topic, yeah, the spell isn't one you can cast often, but in theory the arrows do rock. It's a balance that seems to leave the spell commonly unused.
Ranger DPS was adjusted (EQuiver 'nurf/balancing' from max 5dmg arrows to max 3dmg (-15%?)) to be in line with monk DPS, not 'more than rogue DPS', which it apparently was.) Therefore, any easily/mass available arrows over this EQ threshold increase and unbalance ranger DPS. This is not wanted, at least not 'easily'. Thus, 120minutes, 5pp (pearl) and a 63 mage is the balance against / price for such DPS.
What this means is rangers don't go around using 9dmg arrows in 'normal' situations - 99.95% of the time, for most. I guess the question raised is whether there is any need for 9dmg arrows, given the 'cost' (time, money, mage, etc) to get them far outweighs any actual use. The setup currenly, in my view, seems to be such that a Ranger with a Mage friend or alt is prevented from abusing the extra 45% dps possible by the 'cost' - however, this 'cost' rises significantly if you don't have a magician alt/best buddy - to the point that the spell is basically useless (judging a)by my experiences b)by the post here).
I suppose my main point is just that the 'cost' of this spell is high in all situations, intentionally so, to remove the problem of ranger dps balance vs other clases. My understanding is that it's not wanted that ranger dps should be higher than rogue, in any situation, and these 9dmg arrows would cause that. Hence, massive cost. Massive cost = reason for this thread. In so far as these 'other' issues (ie ranger dps) are directly concerned with the spell, 'easy' or 'quick' fixes probably won't be forthcoming
In my opinion, the staff ought to look at mage arrow summoning and decide whether or not they actually want mages summoning arrows. In the endgame, I'd say the answer to that seems to be no. And frankly, whilst 'losing' (at least losing the possibility of greater...) DPS from this decision, I understand it completely, and personally (as a ranger) prefer a situation where I don't need to have to bug the mage(s) every X mobs because my bow's eaten another bazillion arrows and I'm all out.
This would be the easier option. Of course, they could re-do the spell, and re-do archery 'stuff/code', to make everything work as they want, and give use to this spell, but is it really necessary? Perhaps just kill the spell, and sort fletching so rangers can make nice arrows for 'special occasions'.