Summons can also work well for Lone wolf parties or solo parties, especially if you take the Stench talent (makes enemies less likely to target you), also works well with chameleon/invisibility, or long distance (bows/spells etc) characters that work better from the front lines. You don't even actually need 10 points in summoning as you will almost certainly get some bonuses from eq, and the bonus from additional points over 10, while nice, are not nearly as important. Summons do not need ANY investment as all stat wise (or even other skill wise), which allows them to work well with any other setup. Every totem gets 4 attacks per cast, so it's basically 4 shots for 2 ap (just over 4 turns, as long as they live long enough), and can count as another target for enemies. You will hear people downplay minions late game because they don't scale as well, but honestly the are just more in line with other stuff at that point. Meanwhile you can always get physical from normal ground or blood. Tons more fire damage for instance with fire minions fireball attacks on top of your own AoE. If your running with spellcasters, your summons can be the same element easily. If you are going to power infuse it though and have it rush, then you can summon it in blood etc.Īnyway, more then any other build/setup, summon can be whatever element you want. Totems are good in blood since they are ranged, but summon the incarnate where it can attack without moving for the 2 attacks right away advantage (or two abilities if you power infuse it.
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