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One thing to note, however; Sin Tee's Steam guides predate some of the nerfs to Lone Wolf, so you'll find that after some levels you'll need to be a little creative with stat points. I find this works in my favor, and the stats post-nerf are still more than enough to be a wrecking ball.
use a staff, then put just enough points into warfare to get melee skills, then dump the rest into your chosen elemental type or two handed weapon.
probably a very mediocre build, but hey, could be fun, and lets you focus your whole party on one damage type while still getting to play as melee.
I've not used many warfare skills, ive got a game with a sanguine archer... which i'm not enjoying as a build, i do like how summonding dosen't require INT, so the ranger works really well.
Until you leave act 1 ... then you fall behind.
It is viable for a complete run of the game, but it falls behind drastically once you can't continue to add +summoning via gear/level.
an All magic build works wonders, if you let pyro suffer or only have 1 dedicated pyro or have mostly pyro. It messes up the other 3 schools something fierce and they tend to fight over who has elemental affinity etc It requires teamwork and people being mindful that the Geo needs their oil/poison for cheaper stuff etc or the hydro wants their electrified water etc etc
I'm also thinking that as you diversify past 10 Summoning, you can get other tree minions to summon once your Incarnate goes down, though some require source. But that's better than the level 5 summoning spell I think. So if anything, they can be used to drain the enemies AP and cooldowns as they damage and kill them.
Have a foe w/ an elemental weakness? Hit them w/ a blast of X, then summon an Incarnate right in the foe's face, which will be of that element. If they try to walk away, Opportunist hits them w/ an AoE.
It's only my 1st game. I'm not trying to make an argument that Summoning is better or worse than any other class. I'm just saying I don't think people should be trashing it, that's all. In a 4-person party, certainly on Classic difficulty, it's done well by me.
4 man party
Classic dif.
It falls massively behind in Tactician; mostly as a novelty you add to another class; if the points and gear support.
Got an Honour game going on, my Partner is a Ranger who's invested into Summoner... Dominate Mind, Soul Mate are pretty much the only things he's using in Arx, unless we need bait. But since hitting Act 3, the Incarnate is kinda meh. Ranger has quickly become the thing used over the other.
At first you were saying that Incarnate is no good once you leave Act 1. Now you say it's no good once you reach Act 3. Which one is it? I mean, I'm doing a first run Tactician Honour mode with it at level 15 so far and it's not really too bad.
At skill level 10 (just for the Colossal) it hasn't died that much without heals and even absorbs multiple hits. And the Totems still get their rounds in. I think the Summons actually do the most damage of my party and you get the occasional Knockdown bonus. My units rarely get CC'ed and often never loses either armor for any notable amount of time. I even had a couple of level 15 fights when I was 14.
I figured I'd keep using it until I start to feel it's weight, but even though it's now 5 levels below the enemies, it still seems pretty decent. At least with the other trees supporting it, it still gets it's shots in, particularly the Opportunity shots since you normally summon it next to an enemy.