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For Phys I'd give Ifan Necro and pump int with some warfare and use his hydro for buffs and heals
For the summoner either go Necro and pump int and some warfare or ranged and pump warfare and fin, summon the minion on blood
For split I'd give Ifan Aero and pump int and use Prince for Oil puddles and give the summoner Pyro
Since it doesn't scale with an attribute though, your summoning is at max power now though. As your other characters continue to grow in power, the summoning part of your summoner will not. This is why many players only keep max summoning a few levels then completely respec to something else later. Doesn't mean you should, as summoning still works throughout the game. It just doesn't hold up compared to other things at the final stages of the game. Th more +summoning you get from gear, the less relevant this is, but it never really goes away. They had to add the +25% damage boosts to the infusions to try and compensate for this. They hold up better in the DE than they did in classic, that's for sure.
Taking glass cannon will help with your summoning and your damage per turn with magic later on.
Ifan should be hydro/aero
Summoner could be aero/hydro to get additional stuns. Or if you want to go FIN + Bow, you can use elemental arrows to support Ifan with magical damage.
I'm doing a tactician summoner run with a fighter, battlemage and ranger.
-Summoner Lohse, can adapt and deal damage accordingly with summons, will buff/heal/debuff.
Bloated Corpse + Super Charge + Teleportation does wonders.
-Fighter Red Prince, will spec into geo and polymorph for more tank and some magic damage.
-Battlemage Beast, is pretty much Aero/Hydro, just that I got tired of going elementalist first, battering ram has helped a lot.
-Ranger Sebille, is an elemental ranger, using elemental arrows to help out with the magic damage. Will do flesh sacrifice + elemental arrowheads on blood when needed to physical, will also deal hybrid damage with venom coat + elemental arrowheads.
Since I don't have a second mage, I use builds that can deal both physical and magic damage to help the mage out.
For stat, early game I give constitution so she won't die easily. Then go only for int and memory. No strength and finese cause my mage didn't attack from weapon. I usually use summon and totem for my dirty work Lol. I give shield and wand just for boost armor and stats from wand. I think giving wits also helps too for faster turn but Mine I don't give that since I want like slowish tanker mage Lol. But that's how I want. My mage is like situational type mage
As for your build, I think that depend how you want your summoner expertise. Perhaps go through reading some wiki about each skill first before making decision https://divinityoriginalsin2.wiki.fextralife.com/All+Skills
Because some skill are actually useful even though it is not type of damage to go for. like Aero has teleportation object skill and uncanny dodge which I think it's very useful
Summoners don't really depend on stats, therefore, they are one of few classes viable for constitution build paired with leadership - you may want to be an unkillable walking buff for your summon.
Of course you may just go for further damage options, like archery - should work perfectly fine.
Also - why not just augment your summoning further? Different schools of magic will help you create surfaces you need and most have their own speciffic summon that, while not as strong as incarnate, might be a viable backup in case your primary summon gets destroyed.
Necromancy is also decent in this case - second best summon (just remember to boost its magic armour), the bone widow, ability to summon multiple totems at once, plenty o debuff options.
Stuff to make elemental surfaces for soft CC (Ice and Oil) or to set up Elemental Affinity for other party members (fire daggers, poison dart). Buffs and utility spells that are also life savers (Clear Minded to counter Charmed, Vaporize to counter Petrified). Relocation spells from Aero to gain or keep the upper hand through positioning. Surface manipulation (Vaporize and Pressure Spike, Surface Transmutation, the works). There's useful stuff in pretty much every Ability.
Since your Summoner's not Attribute-dependant for effectiveness you can pump CON and WITS so they'll hopefully always act first and won't get obliterated easily. That means you can also stick them right in the middle of the battlefield and give them Aura buffs that'll benefit their summon as well as the rest of your frontline, and set up all of your buffy goodness right on turn 1 provided it was possible to pre-summon your Incanate.
Give them Rain of Blood and the Torturer talent and they'll also suddenly turn into the guy who sets every enemy Bleeding 2 on Turn 1 for 1 AP.
Your idea of giving them a bow isn't bad at all : you really don't care much about the physical damage, although it would certainly be a nice addition if you start pumping Warfare. But the real nice thing about it is it lets your Summoner play around with special arrows, most of which can be useful even if you don't deal lots of damage with them.
Although my last Summoner was Wand/Shield, but that's because there's that one wand in Act 2 that gives you Vaporize for free and that spell saved my butt more times than I can count.
Splitting Summoner with anything else is kind of a waste of summoning. Summoners are supports at heart. Look up SinTee summoner build and any other build you are interested in. Stay away from Fex's builds.