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So yeah, in this fight by the end I had a bunch of spider swarms from my druid that could both hurt enemies and nausiate them so they couldn't fight, four Azata from Summon Monster 6 that were ineffective archers on offense (why don't they have Precise Shot if they are summoned with bows?) but they all popped mirror image and were running around casting heals as well. I also had a treant out and the third Azata mythic summon that were both contributing to the battle with some damage. That fight was sooooo freaking huge, but the summons defifnately helped take preasure and attacks off my main party, both by being targets and by effects like Nausia from the swarms.
I for one salute the noble order of the redshirt, who constantly die in droves so that my party never takes damage in fights.
Good on normal, but I built completely around it. Azata Beast Tamer bard, so I have per minute summons. The Beast Tamer ability summons don't cancel out Azata summons, so you can have 2 sets out for big/important battles. Other party members also have a few summons + I have Aivu and Bismuth. I use the lowest rank ones so I usually have 6 Mastodons wandering around with me all the time.
Using all the equipment that buffs your summons on cast like StormCaller, stuff like Ring of Summoning that provides passive effects to all allies, Friendship Bond with the melee teamwork feats, and massive ongoing AOE spell buffs like Guarded Hearth and bard songs. Stuff like Mark of Justice and Hunter's Bond gives bonuses to many or all of your summons as well. And ofc everyone benefits from key targets having debuffs.
Normal encounters are mostly just right-click on a random target and wait briefly as things die. Per minute summons will usually live through the entire map.
Most bosses have been the same. Colphyr Mine dragon boss with 70 AC just died without any of my characters taking damage or pets taking damage. I still had most of my Mastodons as well. Didn't bother counting the other shorter-lived summons. Only thing to watch out for are mind-affecting spells.
I don't think this would work as well on higher difficulties. But Normal? If you build around it, yeah its a cakewalk.
There are a few exceptions of course. both with spells and abilities that ignore save DCs or are much easier to land, and enemies that are immune to effects that would make them helpless, but can suffer other penalties. Neither one seems to be the answer to letting your summons hit things though.
If you can't beat their savings throws, you should consider adding a debuff focused caster to your party. But I don;t understand how using abilities that do indeed allow your summons to hit things is not "the answer to letting your summons hit things."
But yeah, they're distractions, and of not even good at that job given how quickly enemies chew through them.