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This is just how I prefer to play my summoners though!
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
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.