Summons aren't that bad damage-wise but are notably worse than an endgame mage's most powerful spells, or the crazy damage output that a well-optimized ranger can get. it's that other builds start to see a huge power increase by endgame when well-optimized. When people talk about summoning falling off damage-wise, it's not that summoning becomes suddenly unviable. Or you can take 1-2 points in each of several schools and just stock up on utility skills and let the incarnate do most of the damage. The fact that summoning demands a 10-point investment really limits your ability to get elemental damage bonuses from your combat skill investments unless you keep a narrow focus. If you’re trying to actually do significant magic damage yourself, I would probably stick to 1 elemental school. Just be aware that some buffs seem to cause enemies to notice you and draw you into combat, like Haste.Ĭan I skill two schools or should you only focus on one? You can also summon the incarnate into combat but remain out of the combat radius yourself so that you can buff at your leisure. The infusions are permanent, and the incarnate lasts for 10 turns, so even though the infusion cast animations take forever, you can still cast them all outside of combat and easily have like 6 turns left. Once you get access to Warp Infusion at level 16, Summoning the incarnate plus applying all of the infusions will cost 7AP. I assume you’re probably using an infusion spell most of the time, since electrified surfaces aren’t as easy to set up. The other thing you can do is get in the habit of pre-summoning and pre-buffing your incarnate. It gives +1 Summoning and +1 Aerotheurge, so it should be great for you. I try to keep +2 summoning gear for a long time and play conservatively in combat to account for having lower armor.Īlso, you should definitely buy Chamore Doran from Trader Orvis in Driftwood if you haven’t already and still can. After you hit level 16 and get access to divine-quality gear, your chances of getting summoning stats go up. You should be able to get 6-8 summoning from gear by the middle of act 2, maybe more if you find enough +2 summoning items. (You can keep the smaller items like rings for a while though.) In the late game, you will be able to modify your gear stats to suit your needs with framed giant runes, so if your gear’s intrinsic stats don’t help you that much other than the summoning, that’s probably okay. If you want your incarnate to be as strong as possible in the late game, drop a couple of points into every damage attribute and then wear any piece of equipment with Summoning on it you can find, so long as it’s not terribly under-leveled. I know its a lot, so thx to anyone who even bothered to read it, and special thx to any responses ofc. Secondly, are the late game summons (The dragonling or the Demon, that also scales (or rather, benefits from) with Int apparently) actually good late game (With high int ofc)? And thirdly, do the infusion skills (Power Infusion, Farsight Infusion, ect.) scale with anything other than Summoning? Input about how an Aero/Summoning build can keep up late in general is also something I would really appreciate :).īonus question: Can I skill two schools or should you only focus on one? So firstly, is right to assume that the Utility spells scale well, since Utility always stays useful? Things like teleport infusion for example seem pretty useful. Aero skills scale pretty well from what I have gathered, but I would like for my Summoning Skills to stay relevant as well. SO my question is, if there is a way to prevent that. However, I have heard that summoning falls off hard in the late game. I am currently playing a Aero/Summoning build since I like the Utility they provide. That being said, general advise so that I know a little more about what I'm doing is very appreciated, so here is my question: Coming up with my own builds is the biggest part of the fun for me even if they are unoptimized. To make one thing clear at the start, I am not looking for specific builds.
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