Hi,
Is there any summoner guide avail? Which trees and talents to invest in, whether to go AM, which AM/fungus talents to get, etc?
I just started a summoner and am not sure which of the 12 basic summons are worth getting, whether the 2 wild gift/summoning (augmentation/advanced) trees are worth investing into, how many points (just 1?) to put into cunning/survival talents, is thick skin in the technique/combat training tree is worth getting, whether wild-gift/harmony is worth getting ,etc?
Thanks for any advice or links.
Summoner guide?
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Re: Summoner guide?
I'm still working on it. In short for your questions, go Antimagic, 5/1/5/1 fungus, whatever in AM tree you feel like, Thick skin is always worth it, max Earth Eyes and swap on/off meditation in high danger areas to scout ahead, both summon trees are viable and they work with each other, you want one shortening cd on pets and Grand Arrival first, and second tree by late game. You want maxed Drake, then pretty much any combo of 4 damaging summons will work, including spider if you wish, I'd recommend Mino+Dog+Golem. You want 1 in first Harmony skill to counter high damage poisons/diseases, remember you get the tree for free.
My summoner winner - http://te4.org/characters/26842/tome/46 ... 768de54822, Ritch, Jelly and Turtle beyond 1/5 only because I run out of places to put points in.
My summoner winner - http://te4.org/characters/26842/tome/46 ... 768de54822, Ritch, Jelly and Turtle beyond 1/5 only because I run out of places to put points in.
Re: Summoner guide?
my summoner winner was not AM, but it is my only winner so far and I am not quite sure how good AM is. Maybe I'll play AM next time.
In short, Fire Drake + grand arrival gives you 3 hatchling to soak up damage. Ritch fire spitter and houns to reduce fire/phys resist.
The cooldown reduction is awesome.
In principle, you can go, fire drake, frantic summoning (which resets one cooldown), fire drake again, then detonate your drake (again resetting a summon), fire drake again then the one that resets all wild gifts, then fire drake, frantic summon, fire drake, detonate again, fire drake.
In most cases this is too many hatchlings to support on your cunning, but the same can be done with rimebark if the guy is cold vulnerable.
Early game the ritch firespitter is very good, but lategame it merely reduces the fire resist and the damage it does it not massive.
In short, Fire Drake + grand arrival gives you 3 hatchling to soak up damage. Ritch fire spitter and houns to reduce fire/phys resist.
The cooldown reduction is awesome.
In principle, you can go, fire drake, frantic summoning (which resets one cooldown), fire drake again, then detonate your drake (again resetting a summon), fire drake again then the one that resets all wild gifts, then fire drake, frantic summon, fire drake, detonate again, fire drake.
In most cases this is too many hatchlings to support on your cunning, but the same can be done with rimebark if the guy is cold vulnerable.
Early game the ritch firespitter is very good, but lategame it merely reduces the fire resist and the damage it does it not massive.
Re: Summoner guide?
Summoners wear down dangerous enemies over time, prefereably while hiding behind a corner. I needed AntiMagic Mana Clash to take down 1-2 late-game enemies that had huge manapools and self-healing, since they healed faster than my minions could damage them.
Most of the game was trivial, though. I maxed a few summons, starting with the ranged ones (except for rimebark). Drake with a maxed grand arrival is an instant meat-shield + huge AOE damage.
Most of the game was trivial, though. I maxed a few summons, starting with the ranged ones (except for rimebark). Drake with a maxed grand arrival is an instant meat-shield + huge AOE damage.
Re: Summoner guide?
What level should I have before going to Zigur Arena? That lvl27 Corruptor is brutal 
