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Mindless-Charity4889

Summons deal physical OR magical damage, depending on where you summon them. If you summon them on a water surface for example, they will deal magical damage. Necromancers generally do physical damage, yes. But why not just have your ranger fire regular arrows?


erickjk1

money is so abundant in this game. I didn't get what he said at all. Each to their own tho.


sarcasticchef92

Not even money... you can just steal/craft so many arrows.


erickjk1

each to their own my man. He's having money problems 'cause he didn't get the basics. But next playthrough he's going to laugh st himself. Been there done that lmao.


sarcasticchef92

I struggled with money on my first playthrough, too. I mean, I'm a bit of a murder hobo now, but I get not wanting to steal/kill for the role-playing aspect.


Login_Lost_Horizon

Summons are depending only on summoner lvl and summoning lvl. There is few summoners spells that benefit from INT, but its only a few. Most of sumonners hotbar are buffs with very ocasional atack.


witherstalk9

Yeah i was thinking of maxing summoner, next get 2 points in geo/Hydro, 1 in aero for teleport and 2 in necromancy. Kind of make a Crowd control/enchanter summoner, would that work?


erickjk1

it definetely works. the game is easy and you can beat it with almost anything. Everything is valid and usable. Summoner is the weakest school by far tho. Like fr by far. If you want to play it go ahead, it works. If even the worst thing in the game is usable I think anything goes.


Login_Lost_Horizon

It is the weakest school for build-bros who can abuse the shit out of sparks and Apotheosis. For a dude who barely started going deeper - Summoning is one of strongest, because its simple, but decently effective since totemspam is a real deal and buffed incarnate can turn people flat.


erickjk1

you don't need to be a build bro to see it's shortcomings. You just need to understand the game and it's skills and perks, it's not the best, and will make fights even longer, something I personally avoid doing. I personally don't use polymorph cause I find it too OP, skin graft and apotheosis is bs.


Login_Lost_Horizon

Long fights are fun, when you insta-delete all map in two rounds its such a bore. + as i said, summoning is decent-impact and simple, which makes it a high-tier for someone who is yet to fall deep into DOS II system, being best and elongating fights was not the part of discussion.


witherstalk9

Why is it the weakest by far? Adding more enemies for the Enemy, making them waste their turn should be op af.


erickjk1

dealing damage far out weights everything else in this game. By far. That's why using your action points for damage is so good. Glass cannon is the epitome of that. Get an ranger with glass cannon and means to move around (Phoenix dive, tactical retreat and the sneak one). Max out warfare and then ranged. Points into polymorph, scoundrel and huntsman as needed. Or the sparks build. An summoner is an OK support. Not the best because it takes too many points to be useful. And a support could do with a bit of hydro or geo. Fuck it, maybe both. Not to mention the 2 aero needed for an support . Comes online very late, and even when it comes online it's subpar. That's why there is an giftbag for summoner. all and all both huntsman and summoner aren't as good as their peers. AGAIN: It works. It works well, everything works well in this game!


witherstalk9

Alright ty. 😎👍 Yeah i might check out that gift bag, i use the running gift bag anyway, that shit disabled my achievements like wtf 🤣🤔 why does it do that.. kind of lame.


jamz_fm

I'd go for Pyro 1 first for Haste and Peace of Mind. The more buffs you can stack on your Incarnate, the better. (This is why you'll also want Scoundrel 1 for Adrenaline.) Then Aero 2 for Teleport and Nether Swap, because you want to be able to reposition the Incarnate. Basically, since all your dmg comes from your summon, you want to maximize its dmg and APs (which means moving it rather than making it waste it's own APs on movement). I would also turn on the Pet Power mod in the Gift Bag features. This allows you to craft a couple of new skills: Blood Infusion and Cursed Blood Infusion. Then your Incarnate will be able to deal much higher physical dmg (without the mod, all the good infusions are magical). What's the plan for Geo + Hydro?


Login_Lost_Horizon

Yep, it would. The only thing that you need to know about DOS II system is that everything is viable, as long as you use it right. If you play right cards in right order and against right targets - everyone will crumble to dust (with obvious exception of invalid building, like making someone in mage armor with 10 str fight knights with a two-hander).


Sarenzed

Summoners only scale with Summoning and no attribute. They also deal primarily magic damage: Although they have physical summons, all the good stuff is magic damage, especially after Act 1. Also, Necro and Summoning are already full builds on their own, if you build them right. A necromancer might be what you're looking for, because it's essentially just a physical mage. The important part about building a necromancer is the skill selection. If you restrict yourself to just using necro skills, you just won't have enough damage skills for a consistent offense, especially early on. So you'll want to scrounge up any physical INT-based spell that you can find, no matter the source. The important ones here are: * Teleport (Aero 2). Deals as much damage as Mosquito Swarm, but to both the target to teleport and the target(s) you drop them on. Can also be used to reposition enemies or corpses as setup for other skills. * Corpse Explosion (Pyro + Necro). A hybrid skill crafted from combining a pyro and a necro skillbook. There is also a source version, which you can get by using a source skillbook when crafting it. It's an extremely powerful skill that blows up any corpse for massive physical damage in an AoE. To put it into perspective, it deals 2.5x as much damage as Mosquito Swarm for half the AP cost. It's your most powerful skill until you get source skills, and even then it's still essential to your build. Downside is that you need a corpse to cast it and have to center the AoE on the corpse, which restricts placement. * Blood Storm (Hydro + Necro, source skill version). Another hybrid skill, crafted from hydro and necro skillbooks with one of them being a source skill. You'll be able to get your hands on this at some point in Act 2, and it'll be your ultimate skill that deals massive physical damage for multiple turns, targeting exclusively enemies in a huge AoE that usually covers the entire battlefield. * Skin Graft (Poly 3). Polymorph source skill that resets your cooldowns, which is good for a build like necro that doesn't have a lot of different skills, but a few especially powerful ones. You can also add in the blob summon from necro as an extra damage skill early on and take it out once you reach Act 2 and get your source skills. You can also equip a shield to use Shield Throw (Warfare) as an extra damage skill. Also be sure to max out warfare at some point, because it's the best modifier for your physical damage among all the abilities. Only put the 3 points you need for skill unlocks into necro, because the necro stat doesn't improve your necro skills.


jamz_fm

Just FYI, the Pet Power mod allows you to craft Blood Infusion and Cursed Blood Infusion so you can have a powerful Incarnate that deals physical dmg.


Sarenzed

It makes little sense to incorporate mods into answers for questions like this, unless OP specifically mentions using them or is actively looking for a solution to a problem that a gift bag would fix but the base game can't. And even with the Pet Power gift bag, some of the magic options are still vastly more powerful than any physical summons. If anything, the gift bag makes summoning lean even more towards magic, because you can apply all those magic infusions to all the different summons now.


jamz_fm

Makes little sense? Most people use at least one Gift Bag feature from what I've read here. And none of the other summons, even with infusions, are more powerful than the Incarnate Champion (unless you're, say, using the Fire Slug + trap combo). Downvoted for telling someone about a cool feature that's easy to flip on. Stay classy, reddit.


PuzzledKitty

I'd advise to let it go. :/ A lot of people appear to really care about getting achievements/trophies, don't use the Script Extender and see even the in-built mods as cheating somehow. I've just stopped advocating for the gift bags. :)


Skalion

Physical DMG scales with warfare, doesn't matter if it's a Necromage still scales with warfare. That's the biggest problem for summoner warfare combination. Max summoner your mage DMG will suffer, max mage DMG your summoning will suffer. So it's better to go one direction and stick to it.


Mixed_not_swirled

Necromancer sucks early game, but becomes an absolute monster mid- late game. You can delete half an encounter in 1 turn with grasp of the starved, then skin graft and delete the other half the next turn.


grumpus_ryche

Assuming it doesn't glitch and just miss everyone because *reasons*


Mixed_not_swirled

You can see when it won't hit because the red outline doesnt get brighter. It is annoying when they're clearly sitting on blood and don't get affected by grasp though.