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Maybe for you, but you should refrain from saying something like it was fact.
Also sphere of protection is really good. Wolf summon is good on tactician because it's a meatshield that enemies actually tend to focus as well(granted it's poop and prolly dies within 2 turns, but at least its a distraction). Personally I find madness really mediocre as you have to nullify magic armor, in which case the opponent is already fully open to permastuns.
Fane's is obviously one of the most useful though. Really tried abusing it to make a Glass cannon build work, the GC char would stay sneaked out of combat until Fane's turn (he'd delay to be last) then the GC would jump in. Fane would warp the GC char (with massive init) and said GC would then get 18 AP worth of turns back to back. Usually worked really well given how much CC that character could get out in that amount of AP.
That's a weird way to say Dome of protection.
But yeah Dome and Fane's Time Warp are some of the best source abilities when it comes to utility. Most of the origin characters source skills are garbage (god Ifan's wolf. I made him a summoner and yeah just summon the incarnate. The wolf is such garbage).
Can't remember if the Soul wolf scale with SUmmoning ranks or not though...
Now if you designe him to BE a summoner, then yes he's good as anyone.
Personnaly run him as a "Sentinel" Ranger+Summoner, Buff up Finesse, since only the dimensional bolt in summoning skills needs inteligence, rest of the skills scales with summoning ranks, and you're good...
Gotta do at least 2 runs to get the most out of the game anyway wihth 6 origin chars. I chose to do two Custom +3 Origin chars runs.