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报告翻译问题
If you want to do a summoner I would recommend going into necromancy at least a bit in order to get your physical damage spells. Also recommend taking 1 point in warfare so you can get the shield throw since its damage is based around the shield armor mainly and doesn't suffer too much from being used by a caster. A point or two in hydro is fine I suppose but generally speaking you don't need to muck around with healing damage that is never dealt to you because all the enemies are dead within 2 turns 95% of battles.
This too. I run this first before I add the other elements generally but it slipped my mind. Shield bashing mages are a terror to behold too. :D
I think after reaching lvl 10 summoner I Will drop 1 point ín warfare, hydro, geo for cc/support skills. Also, if I put points in necromancer will the damage of my incarnate heal the caster?
No.
However, a really strong build is a summoner that stacks summoning to ten as fast as possible while building hydro/aero for damage, using summons to augment wet/shocked effects. Lightning totems will shock water surfaces while water totems apply wet. Add shock to a wet target for instant stun. Your incarnate is always a lightning summon to get extra lightning abilities early game. Basically all you do is focus stunlock using rain + lightning. Once you hit act 2 though I recommend dropping summoning to raise your hydro/aero damage. Keep only 1-2 points summoning for totems, using them only for their wet/shock effects.
Rogue build in this game is :
Scoundrel 2 > Warfare 10 (in process up Scoundrel to 3), then get some utitlity like dual-wind or polymorph (you can put 1-2 polymorph early) and only then finish Scoundrel.
This how he can deal damage and have access to a lot of nice warfare spells :)
I have around 40% dodge and 25% crit.
Have Beast pump Strength, summoning, Warfare, poly/necro to 4.
That way, you have both deal physical damage. Strength with poly skills is good, works nice on the summon oil blob too. Warfare will increase the damage of your poly/warfare/necro skills so you aren't solely reliant on summoning. Have necro because blood totems/incarnate, and bone widow i guess.
The tooltip is misleading, but having all those dual wield points in warfare will increase your damage immensely, due to where that 5% increase is in the math behind the scenes.