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However, duo summoners are going to get boring really fast, I'd suggest something else.
But that is getting off topic.
For duo summoners, you will end up doing a lot of the same stuff fight in and out, so while it is cool early, you kinda cap out.
You should try to invest in some magic abilities to create surfaces to summon on, so that you don't have to blow SP on infusing EVERY fight. You don't have to max them out. Since they changed LW, you will now still cap at 10 (so 5 levels in if you rush it), so you really do need a secondary. Necro is cool, and most of its skills scale with int, leading you down the other magic trees much easier. If you are doing it for bloated corpse or spider though, they are simply inferior to your incarnate, and you can't have two non-totem summons at the same time.
Summoning doesn't scale with any stat other than summoning, so you can really do whatever you want else with it. ALWAYS use all infusions on your incarnate, they each increase damage dealt by 25%, even if they don't state it.
I do suggest you move away from full summoning on tactician or honor though, as even with buffs stuff can just one round your summon shortly after Reaper's Eye, and you are SOL if you went all in on it.
A water incarnate has restoration for a heal and poison incarnate/totems can attack allied undead to heal them (I've had poison totems attack me, playing an undead, when I was low on health and healing me so I know that they do that sometimes but since it picks a target without your input I can't garuntee that it will attack friendly undead when you want it to) and plus there is that artillery plant that lobs poison AoE which Is a fun combo to deal damage to an enemy and heal a nearby undead ally.
The main reason for this is the amazing cc you can get out of totems. If you can get a water surface and a steam surface over each other and electicute them both, anything that goes in it gets stunned instantly and an air totem can reset that every single turn. Not to mention an electric incarnate can do so as well. And personally, I think the cursed electric infusion is the most fun of all the high tier infusions.
I'll keep this in mind! This may be also a good chance to check out the new Aero overhaul that OdinBlade :) I also have yet to check out and actually use the other overhauls and the original preset classes he has made
Summon the little scraggly creature, spam totems, and yes synergy with Necromancy is highly recommended. When your summon dies and your waiting on cooldown, having Necro summons will substitute them adequately. You could breeze through the game with 2 or even 4 summoners. Summons become the tanks, geo/hydro buff spells on them and youll never have an issue.
I think the first persons concern as he said, that doing only summoners would get boring and thats a solid concern.
1. https://steamcommunity.com/sharedfiles/filedetails/?id=1529255383
(summon one of the 2 dragons - fire based or ice based)
2. https://steamcommunity.com/sharedfiles/filedetails/?id=1508263824
(Void-Touched Conjurer - summon and control up to 3 different void creature. All these summons considered as soursery)
3. https://steamcommunity.com/sharedfiles/filedetails/?id=1521969940
(summon celestial beings, based on constellations. These summons are grouped into different classes with they upsides and downsides. This mod is more tactical, and controlling more then 1 summon greatly lowers your damage output)
4. https://steamcommunity.com/sharedfiles/filedetails/?id=1513979398
(Become a master of illusions, summon phantasms to do your bidding, do tricks of mind onto your foes and improve your friends)