

Suggested traits: Pet Pal (it's thematic. This will give you access to a full set of elemental infusions for your summon (give it extra skills and change its damage type on the fly) and a huge library of skills to buff your allies, debuff your enemies, move people around the battlefield, and apply and remove a huge number of conditions. From there look to pick up 2 points each in Pyro, Aero, Geo, Hydro and Necro and either a point each in Huntsman and Warfare (for a decent physical damage ranged attack) or 2 points in Huntsman for extra mobility. You can easily use this for the rest of the game, since you'll virtually never need or want to attack with it.) Get 1 point in Scoundrel and the Adrenaline skill (you'll be picking up a third infusion skill - Shadow - around level 9, so you'll want the extra first-round AP to get all your buffs up). 14 for Act 4 should let you use pretty much everything.) Buy the unique wand Chamore Damon wand in Driftwood (comes with +1 Summoning. Round 2+ throw Dimensional Bolt or wand attack/summon a totem."Īct 2+: Get your Str/Int/Fin/Con up to 12 to be able to use gear (then up to 13 late Act 2/early Act 3. Act 1 is the least interesting phase of a summoner's life, since combat amounts to "Round 1 summon Incarnate and buff with Power and Farsight. Put all your skill points into Summoning until you max it out. Summoners are a lot of fun if you like playing a support/buff/debuff role.Īct 1: Put 1 point each into Strength, Intelligence, Finesse, and Constitution (this should let you use pretty much any gear you find, go wand+shield for your weapons), put the rest of your stat points into Wit (you'll be the designated secret/trap spotter for Act 1.) Go for any piece of armour that has +Summoning on it (past that, flexibility lets you use any piece another party member doesn't need).
