Terraria

Terraria

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What modifier is recommended to get for accessories as summoner?
Hello.

I am on my master playthrough as summoner, currently reached harmode and I am thinking to get upgraded accessories, such as balloons and terra boots to best modifier. But I am not so sure which one to pick. Here are my thoughts on some, that I can aim:

+4 defence: since summoners armor are a bit low, comparing to other main classes. To compensate that, I was thinking to get all to +4, so that I will somewhat have no problem taking a bit of hit.

+4% movement speed: Well this one I think might be on dodging stuff, but I aint really sure if it helps a lot.

+4% melee speed: since summoner uses whips and they somewhat a melee weapon, I assume I can make rapid hit whip.

These I had thoughts on. But maybe apart from these modifiers, there are better alternatives?
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Showing 1-4 of 4 comments
Bioshocked Jun 6, 2022 @ 3:38am 
If you're playing on Expert/Master I'd say Warding is your best friend. The longer you are alive, the longer your minions can wreck your target. If you're playing on normal you could easily swap that out for more damage.
This is just how I prefer to play my summoners though!
ossmpossm Jun 6, 2022 @ 4:16am 
ouchie wa'h wa'h (yeah)

if You are going to play summoner, gotta have Warding

i dont think anyone is going to MOD a good buff, so it's up to you to get the most bang for your buck, and hit 'em where It hurts, although a summoner MOD would hit the spot i guess, A solemn truth
Shurenai Jun 6, 2022 @ 4:18am 
Imo, On master, enemies hit so hard that warding is kindof worthless in a lot of cases. With all 7 accessories lined up on Warding you get an additional 28 defense; With the way defense works on Master, that reduces damage by a flat 28 points. If you would get hit for 100, you instead get hit for 72.

So lets say you have 600 HP, and an enemy hits you for 290 damage without warding accessories. You will die in 3 hits. First hit will reduce you to 310, Second to 20, Third to -270.

With 600 HP and an enemy hits you just as hard but with warding accessories, you shave a further 28 points off each hit. So from 600 you drop to 338 after one hit. Second hit drops you to 76. And third to -186. You still die in 3 consecutive hits.

There are times when Warding could save you, but they're few and far between- It's not often going to make the difference between 3 hits and 4, or 4 hits and 5, so honestly just not being hit in the first place is way more important. You aren't going to face tank damage as a summoner in Master.


% movement speed is semi-worthless if you have any of the sprinting accessories equipped(IE, Hermes boots, flurry boots, terraspark boots, etc); Because sprinting accessories bring you to a fixed speed, %move speed just boosts acceleration- But you'd be better off having a dash option via something like shield off cthulu as that gets you to max speed instantly.


%melee speed on summoner would be niche- But doable. Honestly your minions do WAY more damage than you would with a whip. Whip is primarily for keeping debuffs on an enemy, and boosting minion damage via tagging.


So the stand out choice is in my opinion Menacing- +4% damage. This is significant. The faster the boss dies, the less chance you have of dying. Focus on dodging and let your minions do the work while smacking with your whip whenever you have a safe moment to do so.
Last edited by Shurenai; Jun 6, 2022 @ 4:20am
stealthXG Jun 6, 2022 @ 4:31am 
Originally posted by Shurenai:
Imo, On master, enemies hit so hard that warding is kindof worthless in a lot of cases. With all 7 accessories lined up on Warding you get an additional 28 defense; With the way defense works on Master, that reduces damage by a flat 28 points. If you would get hit for 100, you instead get hit for 72.

So lets say you have 600 HP, and an enemy hits you for 290 damage without warding accessories. You will die in 3 hits. First hit will reduce you to 310, Second to 20, Third to -270.

With 600 HP and an enemy hits you just as hard but with warding accessories, you shave a further 28 points off each hit. So from 600 you drop to 338 after one hit. Second hit drops you to 76. And third to -186. You still die in 3 consecutive hits.

There are times when Warding could save you, but they're few and far between- It's not often going to make the difference between 3 hits and 4, or 4 hits and 5, so honestly just not being hit in the first place is way more important. You aren't going to face tank damage as a summoner in Master.


% movement speed is semi-worthless if you have any of the sprinting accessories equipped(IE, Hermes boots, flurry boots, terraspark boots, etc); Because sprinting accessories bring you to a fixed speed, %move speed just boosts acceleration- But you'd be better off having a dash option via something like shield off cthulu as that gets you to max speed instantly.


%melee speed on summoner would be niche- But doable. Honestly your minions do WAY more damage than you would with a whip. Whip is primarily for keeping debuffs on an enemy, and boosting minion damage via tagging.


So the stand out choice is in my opinion Menacing- +4% damage. This is significant. The faster the boss dies, the less chance you have of dying. Focus on dodging and let your minions do the work while smacking with your whip whenever you have a safe moment to do so.
Warding is best. I play on master and it saved me countless times. Plus you should be using the worm accessory. I don't even use boots because it's a waste of a slot. Use a mount for movement. I honestly think you should use summon hallow armor, brain of cthulu, and the ninja belt accessories when you can.
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Date Posted: Jun 6, 2022 @ 3:27am
Posts: 4