The Summoner Compendium

"
Letamol wrote:
How do you guys handle Piety on normal - all summons die in one hit.

wear 1-2 lightning resist rings, and spam your main attack ( fire storm or w/e you have been doing).
Not hard.
btw temporal chains curse is removed or what?
Hrm, anyone got any suggestions on what to take on the bandit quest series?

For Kraityn, Alira and Oak respectively, they are
Normal: elemental resistances, maximum mana, maximum life;
Cruel: attack speed, cast speed, physical damage;
Merciless: maximum frenzy charges, maximum power charges, maximum endurance charges.

"
Xermalk wrote:
Hrm, anyone got any suggestions on what to take on the bandit quest series?

For Kraityn, Alira and Oak respectively, they are
Normal: elemental resistances, maximum mana, maximum life;
Cruel: attack speed, cast speed, physical damage;
Merciless: maximum frenzy charges, maximum power charges, maximum endurance charges.



I'd say Skill points all the way. The 8% res is too low imo to consider, should be buffed abit.
Onslaught League: KoleStoleMyVirginity, Witch 54
I'm currently making summoner, thinking about dual arc-lit pen totems with double-curses (conductivity+elemental weakness) + 3 traps.

Planned Gem Setup:

4L Helm (Zombie + Spectre + Minion Life + minion damage)

3L Shield (Skeletons + spell totem + minion life (For bosses only))

3L 1H Reduced mana + clarity + discipline

Chest: Arc spell totem + lightning penetration + faster cast
(other things, like reduced mana cost, crit chance/dmg, IIQ/IIR if i find more linked chests)

4L Gloves:Conductivity + elemental weakness + Increased AoE + reduced mana

4L Boots: Reduced mana + fire trap + conversion trap + bear trap (some kind of traps?)



Currently playing around with passive tree, but unsure how to optimize points (Am i too spread out?) 94 point build
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBBAcFWwdjDH0QfxCXEVAUTRSwGjgabB8CKU8qmCynLR82xTlSOjA62DvhRARG10jnTLNNuU3YTm1VxlcrWAdZ81orXcZgbWe9a9ttGXNTdhF9GH1Tfq-CEIKbgziFYIhAi4yMdo0Zj0aQM5BVm6GdgJ2uogCj8qaspwinK6eEqsSsmLUEuJO71rw3wBrB88aezLzPZdDQ2CTZC90F3Yzd89-w4BLhc-L35CLmgew47IrtIO5v73zxdvfX-oA=

Keystones: Hexmaster, Double-curse, Minion Instability, Dual Totem

Defensive:
+72% life
30% increased buff effects (for auras)
+16% Chaos resist
+15% lit resist
+20% elemental resists
+20% ES Cooldown recovery
+62% Energy Shield
+28% armor
+22% Increased totem life/duration

Offensive:
+18% spell damage
+42% lightning dmg
+41% elemental dmg
+8% castspeed
+18% curse castspeed
+45% shock duration
+20% shock chance w/ lit damage

Stats;
+260 int
+60 strength
+30 life
+20 mana
+24% mana
+120% mana regen
10% reduced mana costs

Minions:
90% increased dmg
70% increased life
+3 zombie
+4 skeleton

As you can see I have lots of nearby life/ES/strength/dex for flexibility of equipment.
I'll be able to summon 2 spectres, 6 zombies, 10ish skeletons, doing +101%dmg on arc totems, and +41%dmg on fire traps.
Any comments on viability/how to make build better?
Do I have enough damage?
Do I have enough survivability?
Last edited by mrmoomoocow on Jan 28, 2013, 5:28:53 PM
Has anyone gotten into a Dev's /Mod's ears in game or on the forums about buffing the pure summoner spec in general? It seems like it could use it.

I'm 27, have gone pure +minion/health/dps nodes and the spec feels really underwhelming. I would say my minions do acceptable damage, but they are like paper in terms of durability.

It would be nice if they were all tankier as a whole, or if maybe zombies got a tank buff and skellies were still glassy for the minion instability procs.

I don't know - I'm biased in the sense that I like the d2 necro army play style of having a meat-grinding horse that you rarely have to re-summon except on bosses or particularly rough mobs. The summoner in this game clearly isnt that - but my zombies/skellies were literally getting 1-2 shotted by archers that were 7 levels lower than them(I was helping a friend get a quest).

That's kind of disheartening considering this build isn't even exploitable at its best. These builds are pure PvE "slow and steadY" safe - I implore GGG to buff it.
i dunno what your smoking - im rolling through cruel right now - the key is spell totem + skeletons
"
Kung wrote:
Is there any way to get the summoner clearing speed to scale end-game? It seems with all other builds you'll keep getting better gear which will keep improving your character, but because summons don't scale with gear very much, it seems like you'd just hit a wall. Am I missing something?


read my post on page 3, talks about endgame summons and their power, still applies a bit to OB even though that post was made in closed beta, in my experience the nerf to zombies is under gem level 15.
Don't judge summoners in early levels, they are very difficult to start, but later they really shine. Just wait till you get all necessary skills+supports and majority most important passives.
Bullshit makes the flowers grow
Hi guys i would like to know if this guide is outdated, because i saw it was edited january 23 last time. Can i use it safely or it is better to wait for an update?

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