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The mods may have altered how they work; in the umodded game they're strong in the early part of the game but their usefulness tends to fade by Act 2.
2 point 1 cooldown 3 turn lifespan no limit to number of totems. That's how they're working right now, no idea if this is how they work stock.
To be blunt I have no idea how this could fall off power wise since it's basically getting 3 attacks (more powerful) for the cost of one. But it has extra advantages too such as being extra bodies for the AI to target. I wonder what kind of ridiculous spells overshadow this :D.
But at least this gives me the green light to spam the hell out of them.
I agree it was neat to win some early Act 1 fights by spamming totems tho.
I dunno, a fully buffed incarnate with maxed summoning (plus added bonus via items) is quite the stuff. Certainly useful to have some extra damage to put someone down even faster.
Shadow Prince didn't even get a chance to take his turn, for example.
it's cool in the first two acts but by act 4 your incarnate will mostly get one shot since it doesn't scale any higher after you hit 10 summoning. and by late act 2 you can one shot anything with various other trees, including the final encounter.
Might be the mods I am using, but the incarnate is wierdly weak for me. Lvl 11 with 12 points in summoning and 31 points in CON with a mod that makes the summoner's stats increase summon's stats, the incarnate only has 193 hitpoints. 193! Guy summoning him has something like 1100.