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And do yourself a favor with the Bounty Hunter's Mark as well.
Summoners rely HEAVILY on quantity over quality, so getting all the CD reductions you can get is what makes it viable to play.
But even then, I don't think it scales well into higher difficulties.
On veteran + ? Nope, they wont last one round. Some bosses have mechanics where the entire map gets swept with damage.
Summons scale to low, and mobs scale to high. Theres no massive power spikes in SR like there is in Grim Dawn etc. The devs at crate realized you need scaling in the hundreds of % on higher difficulties, not these measly 10-20%.
No one is.
The other issue, which I think ties into this, is the fact that the purest summon build always has the same core to it. As in, it requires two specific skills to function its best. Lich Lord (tier 5 in Shadow) for no AP cost on summons, and Call of the Wild (tier 4 in Ranger) for a 1 cooldown reduction (also Endless Quiver if using the Rangers summons for an additional 1 cooldown on them). There's a lack of summon skills everywhere else.
The only two classes that have ANY summon skills are those. Sure, grabbing Light's Strength to boost your Might does have knock effect on your summons but that's boring. I'd love to see some mid tier skills across the board have a bonus to summons as well, even if it's very simplistic.
Add a skill to fire, lightning & cold that make it so your summons spawn with an Enchant Element skill on them as appropriate, have Berserker's Blood & Into the Fray also effect summons, Contaminated Wound should apply for the Bear's and Skeleton Mage's bleed effects etc. I just want a reason to try other things with my summoners rather than 13 points in Shadow and 8 in Ranger just putting whatever change I've got left elsewhere and having most of my summoners feeling so similar while also feeling not particularly strong.