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Your summoning lvl will also affect the power of your totems.
A good class for a phys summoner is elf as they have the innate blood sacrifice skill and if you cast a summon on blood it gets the mosquito swarm skill. If you cast it on water it has water attacks.
No spells will make your summons stronger – only 'infusion' skill books that you can buy or steal from Nebora vendor in fort joy.
GL
Getting stats on gear can help make you useful in the meantime, but replace it with summoning gear should you find it.
The reason people say summoning falls off later on is because of the lack of scaling attributes. As soon as you’ve hit 10 in summoning, that’s it. You’re basically at maximum and the incarnates you summon from then on will only get weaker relative to the enemy each time you level up. Usually other builds surpass the summoner in power by around level 12-14.
That doesn’t mean summoning is bad or that you shouldn’t use it, it just means that you’ll feel powerful for awhile, but eventually things start to feel a bit harder.
Summoners do make good tanks though since they’re the only class in the game that can justify having any CON invested whatsoever. Though doing so means you’ll only want supporting spells and abilities as you won’t have the three main attributes stacked for damage.
2geo/scoundrel will let you use venomous aura, granting more poison damage to incarnates
2warfare/pyro will let you use master of sparks, which adds a fiery spark that will bounce from enemies when incarnate attacks.
3 in pyro gives you firebrand, but it is only purchasable after level 16, and it grants fire damage to all attacks.
You will also be able to use standard buffs like peace of mind, haste, encourage, etc. Keep in mind, you can get all of these values from gear, and may not actually need to invest in them upon leveling up, and if you get good gear with them, you can respec out of those skills when gear covers it.
Necro is good for summoners, as if your incarnate dies, a bone widow is the next best thing, and scales off of summoning skill. Also, necro's basic final skill is a mass totem summon, and they scale on your summoning skill. They will also get a LOT of use out of those aura buffs, but you will need apotheosis to use all that source in one turn.
Alternatively, you can focus on something like archery or a single element and just play like a normal character who happens to summon before battle for extra support.
Another nice combo i have on my deathknight summoner, which is undead, is Shackles of pain and eating diners with 5 star diner perk. I does like 40% of my HP in damage to the skackles target, and since summoner can invest into con, it does a lot of damage for 1 AP. And with necromancy, i even heal part of that huge damage, which make i do not lose that whole 40% HP myself.
A 3 in Geomancer gives you a poison summon (hungry flower) summon (costs one source point).
You can use wands to create different element puddles on the ground to summon your incarnate on. Wands are intelligence based weapons
Element infusions should be saved for the cursed variants, as they are far superior and not able to be replicated by surfaces (without mods).
I second that. At level 10, my Cursed Electric Incarnate was doing over 800 damage with his opening attack, more than the rest of my party combined.
I was so impressed with that performance that I redid my party to all summoners. Kind of a mistake. Super powerful, most fights are over before everyone gets their turn, but slow and boring. If you just want an OP party though, give it a try.