The Summoner has been Summoned

Griglok

Leader- The Casual Obsession (Khyber)
Recently, someone was lamenting the fact there was no way to make a decent summoner build in DDO. Taking this as a challenge, I recently decided to build something that would fully flesh out the idea of playing as a summoner. I'll post the build below, and plan to post a follow-up post with all of my observations as I play the build. Please provide any and all feedback both in terms of how I've built this, and how I'm playing it.

You can watch me play it live at: twitch.tv/theddoexperience



Character name: The Summoned Summoner
Classes: 15 Druid, 10 Epic, 5 Warlock, 2 Legendary
Race: Human · · · · · · · ·Alignment: Neutral

· · ·Start Tome Final · · ·Incorp:· · ·0% · · ·Displacement:· ·20%
Str:· · ·8· · 8 · ·32 · · ·HP:· · · ·3393 · · ·AC:· ·146
Dex:· · ·8· · 8 · ·33 · · ·PRR: · · · 169
Con:· · 15· · 8 · ·74 · · ·MRR: · ·130/50 · · ·+Healing Amp:· ·161
Int:· · 12· · 8 · ·58 · · ·Dodge: · ·7/30 · · ·-Healing Amp:· · 15
Wis:· · 18· · 8 · ·95 · · ·Fort:· · ·210% · · ·Repair Amp:· · · ·0
Cha:· · 15· · 8 · ·80 · · ·SR:· · · · ·44 · · ·BAB: · · · · · · 19
DR:
Immunities: Poison, Natural Poison, Sleep, Paralysis, Stun, Spawn effects of Undead, Fear, Magic Missiles, Freedom of Movement, Death effect, Level drain, Freedom of Movement, Freedom of Movement

Saves:
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Fortitude:· · · · ·70
· vs Poison:· · · ·83
· vs Disease: · · ·71
Will: · · · · · · ·88*
· vs Enchantment: ·95*
· vs Illusion:· · ·94*
· vs Fear:· · · · ·88*
· vs Curse: · · · ·88*
Reflex: · · · · · ·58
· vs Traps: · · · ·67
· vs Spell: · · · ·60
· vs Magic: · · · ·58
Marked with a * is no fail on a 1 if required DC met

Class and Feat Selection
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Level Class · · · · · ·Feats
1 · · Druid(1)· · · · ·Standard: Quicken Spell
· · · · · · · · · · · ·Human Bonus: Spell Focus: Enchantment
2 · · Druid(2)· · · · ·Druid Wild Shape: Wild Shape: Bear
3 · · Druid(3)· · · · ·Standard: Past Life: Arcane Initiate
4 · · Druid(4)· · · · ·Wisdom: +1 Level up
5 · · Druid(5)· · · · ·Druid Wild Shape: Wild Shape: Wolf
6 · · Druid(6)· · · · ·Standard: Greater Spell Focus: Enchantment
7 · · Druid(7)· · · · ·
8 · · Druid(8)· · · · ·Druid Wild Shape: Wild Shape: Winter Wolf
· · · · · · · · · · · ·Wisdom: +1 Level up
9 · · Druid(9)· · · · ·Standard: Heighten Spell
10· · Druid(10) · · · ·
11· · Druid(11) · · · ·Druid Wild Shape: Wild Shape: Dire Bear
12· · Druid(12) · · · ·Standard: Augment Summoning
· · · · · · · · · · · ·Wisdom: +1 Level up
13· · Druid(13) · · · ·Druid Wild Shape: Wild Shape: Fire Elemental
14· · Druid(14) · · · ·
15· · Druid(15) · · · ·Standard: Empower Healing Spell
16· · Warlock(1)· · · ·Pact: Warlock: Pact: Celestial
· · · · · · · · · · · ·Wisdom: +1 Level up
17· · Warlock(2)· · · ·
18· · Warlock(3)· · · ·Standard: Enlarge Spell
19· · Warlock(4)· · · ·Warlock Save Bonus: Celestial Awareness
20· · Warlock(5)· · · ·Warlock Pact Spell: Pact Magic: Soundburst
· · · · · · · · · · · ·Wisdom: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Epic Spell Focus: Enchantment
22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Positive
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Embolden Spell
· · · · · · · · · · · ·Wisdom: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Elusive Target
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Improved Augment Summoning
28· · Epic(8) · · · · ·Epic Destiny Feat: Dreamscape
· · · · · · · · · · · ·Wisdom: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Arcane Insight
· · · · · · · · · · · ·Legendary: Scion of Elysium
31· · Legendary(1)· · ·Epic Destiny Feat: Spell Specialty: Evocation
32· · Legendary(2)· · ·Wisdom: +1 Level up

Enhancements: 80 APs, Racial 16, Universal 2
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Human - Points spent: 16
Core1 Versatility I: Spell Power Boost
Core2 Adaptability: +1 Wisdom
Tier1 Action Surge I: Wisdom - 3 Ranks
Core3 Versatility II: Saves Boost
Core4 Greater Adaptability: +1 Charisma
Core5 Versatility III: Skill Boost
Tier2 Action Surge II: Charisma - 3 Ranks
Tier2 Fighting Style: Traditional caster - 3 Ranks
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Season's Herald - Points spent: 29
Core1 Child of Summer
Tier1 Beguile - 3 Ranks
Tier1 Shared Spirit - 3 Ranks
Tier2 Improved Metamagics II: Efficient Enlarge - 3 Ranks
Tier2 Improved Metamagics I: Efficient Quicken - 3 Ranks
Tier3 +1 Wisdom
Tier3 Efficient Metamagic: Heighten - 2 Ranks
Tier4 +1 Wisdom
Tier4 Strength of the Solstice
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Enlightened Spirit - Points spent: 37
Core1 Eldritch Aura
Tier1 Resilience of Body - 3 Ranks
Tier1 Spiritual Defense - 3 Ranks
Tier1 Resilience of Soul - 3 Ranks
Tier2 Spiritual Bastion - 3 Ranks
Core2 Aura of Courage
Tier2 Shield
Tier3 Spiritual Ward - 3 Ranks
Tier3 Fortify Summons - 3 Ranks
Tier3 Ability I: +1 Constitution
Tier4 Imbue Summons - 3 Ranks
Tier4 Brilliance
Tier4 Spiritual Retribution
Tier4 Ability II: +1 Constitution
Tier5 Displace Summons
Tier5 Displacement
Tier5 Shining Through
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Harper Agent - Points spent: 11
Core1 Agent of Good I
Tier1 Traveller's Toughness - 3 Ranks
Tier1 Awareness - 1 Ranks
Tier2 Heroic Companion - 3 Ranks
Tier2 Harper Leadership - 3 Ranks
------------------------------------------------------------------------------------------
Nature's Protector - Points spent: 5
Core1 Nature's Protector
Tier1 Fey's Blessing - 3 Ranks
Tier1 Improved Nature's Defense I: Enchanted Defense - 1 Ranks
------------------------------------------------------------------------------------------
Epic Destinies: 40 APs + 27 permanent Destiny Points
------------------------------------------------------------------------------------------
Primal Avatar - Points spent: 42
Core1 This is your Nature: Heart
Tier1 Epic Strikes: Spring to Summer
Tier1 Nature's Friend: Fox of Flame
Tier1 Rejuvenation Cocoon
Core2 Now Grow: Sky
Tier2 Mantle of Nature: Heart - 3 Ranks
Tier2 Primal Choice: Reborn in Fire
Tier2 Thrive
Tier2 Spirit Boon: Mind - 2 Ranks
Tier3 Natural Shielding
Tier3 Magic of the Old World: Evocation - 3 Ranks
Tier3 Shared Mantle
Tier3 Ever Green - 3 Ranks
Core3 Weathering the Elements
Core4 Regrowth
Tier4 Nature's Blessing
Tier4 Natural Evasion
Tier5 Primal Ally: Heart Flame Dryad
Tier5 Ancient Wisdom - 3 Ranks
Tier5 Mass Frog
Tier5 Greater Form: Heart of Flame
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Magus of the Eclipse - Points spent: 18
Core1 Touched by the Moon
Tier1 Grand Summoner
Tier1 Impregnable Mind - 3 Ranks
Core2 Deepening Arcana
Tier2 Call Upon: Succubus
Tier2 Moontouched - 3 Ranks
Core3 Nullmagic Aura
Tier3 Partial Eclipse: Enchantment - 3 Ranks
Tier3 Piercing Spellcraft - 3 Ranks
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Exalted Angel - Points spent: 15
Core1 Astral Touch
Tier1 Born by Flame - 3 Ranks
Tier1 Avenging Magic: Healing Pillar
Core2 Deepening Faith
Tier2 Divine Protection
Tier2 Stand And Be Judged
Tier3 Angelic Spell Focus: Conjuration - 2 Ranks
Tier3 Noble Affinity: Mass Cure Moderate Wounds
Core3 Angelic Charge
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Weapon Damage
------------------------------------------------------------------------------------------
Melee Power:· 104
Doublestrike: 2%
Strikethrough: 20%
Mainhand damage ability multiplier: 1
Offhand damage ability multiplier: 0
Off-Hand attack Chance: 20%
Fortification Bypass: 5%
Dodge Bypass: 0%
Helpless Damage bonus: 55%
Ranged Power: 91
Doubleshot Chance: 4%

Sneak Attack Attack bonus: 14
Sneak Attack Damage: 0d6+25

Main Hand: Attuned Bone Club
On Hit· · · · ·5.25[1D6+3]+38
Critical 20 (5.25[1D6+3]+37) * 2
Critical 19-20 (5.25[1D6+3]+37) * 2
DR Bypass: Bludgeon, Magic

Off Hand: Legendary Immaculate Globe Orb
On Hit· · · · ·0.25[1D6]+29
Critical 20 (0.25[1D6]+46) * 0
Critical 19-20 (0.25[1D6]+46) * 0
DR Bypass:

Tactical DCs
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Intimidate· · · · · · · · · · · · ·10+HD+Wis Mod vs d20 + 57 : d20 + Intimidate(57)
Diplomacy · · · · · · · · · · · · ·CR+Quest Level vs d20 + 59 : d20 + Diplomacy(59)
Bluff · · · · · · · · · · · · · · ·CR+Quest Level vs d20 + 56 : d20 + Bluff(56)
Sunder· · · · · · · · · · · · · · ·Fortitude vs 28 : 10 + Str Mod(11) + Sunder(7)
Trip· · · · · · · · · · · · · · · ·Balance vs 28 : 10 + Str Mod(11) + Trip(7)
Warlock: Pact: Celestial· · · · · ·Reflex vs 107 : 19 + Cha Mod(35) + Evocation(53)
Mass Frog · · · · · · · · · · · · ·Fortitude vs 106 : 20 + Max Mod(Int(24), Wis(42), Cha(35)) + Transmutation(44)
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Equipped Gear Set: Standard
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Armor · · · · Legendary Diabolist's Robe· ·Drops in: Raid: The Chronoscope, Base Item plus crafting in the 12
· · · · · · · Summon Monster IX
· · · · · · · +15 Enhancement Bonus
· · · · · · · Intelligence +14
· · · · · · · Charisma +14
· · · · · · · Conjuration Focus +6
· · · · · · · Spell Resistance +41
· · · · · · · Colorless: Empty augment slot
· · · · · · · Blue: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Deadly Diabolist
Belt· · · · · Legendary Black Satin Waist · Drops in: Quest: The Magma Must Flow
· · · · · · · Spell Penetration +8
· · · · · · · Quality Spell Focus Mastery +2
· · · · · · · Spell Resistance +38
· · · · · · · Nearly Finished (Qual IWC): +3 Quality Wisdom
· · · · · · · Green: +2 Topaz of Spell Focus: Transmutation
· · · · · · · Deck Curse: Empty augment slot
Boots · · · · Legendary Deepsnow Boots· ·Drops in: U48 Quest: A Frosty Reception
· · · · · · · Insightful Constitution +6
· · · · · · · Quality Constitution +3
· · · · · · · Freedom of Movement
· · · · · · · Fortitude Save +10
· · · · · · · Green: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Eminence of Winter
Bracers · · · Legendary Driftwood Bracers · Drops in: U50: Quest: Rest for the Night
· · · · · · · Insightful Wisdom +6
· · · · · · · Healing Lore +21%
· · · · · · · Devotion +146
· · · · · · · Wizardry +277
· · · · · · · Green: Empty augment slot
· · · · · · · Yellow: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Saltmarsh Explorer
Cloak · · · · Legendary Magewright's Cloak· ·Drops in: U47 Raid: Legendary Lord of Blades
· · · · · · · Wizardry +283
· · · · · · · Enchantment Focus +6
· · · · · · · Insightful Enchantment Focus +3
· · · · · · · Nearly Finished (Charisma EIQ): +3 Quality Charisma
· · · · · · · Blue: Empty augment slot
· · · · · · · Yellow: +2 Topaz of Spell Focus: Enchantment
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Masterful Magewright
Gloves· · · · Legendary Greenpine Gauntlets · Drops in: Quest: The Curse and the Captive Crustacean, end chest
· · · · · · · Natural Armor Bonus +14
· · · · · · · Shield Bonus +14
· · · · · · · Fortitude Save +11
· · · · · · · IoD: Accessory: Scale Slot: Scale: +53 False Life
· · · · · · · Green: Empty augment slot
· · · · · · · Colorless: +2 Festive Constitution
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
Goggles · · · Legendary Magewright's Spectacles · Drops in: U47 Raid: Legendary Master Artificer
· · · · · · · Spell Penetration +9
· · · · · · · Illusion Focus +6
· · · · · · · Insightful Illusion Focus +3
· · · · · · · Nearly Finished (Intelligence EIQ): Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Blue: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Masterful Magewright
Helmet· · · · Dinosaur Bone Helmet· ·Drops in: The Isle of Dread, any chest
· · · · · · · IoD: Accessory: Scale Slot: Scale: Positive Spell Crit Damage
· · · · · · · IoD: Accessory: Fang Slot: Fang: Positive Spell Crit Damage
· · · · · · · IoD: Accessory: Claw Slot: Claw: Positive Spell Crit Damage
· · · · · · · IoD: Accessory: Horn Slot: Horn: +12 Resistance
· · · · · · · IoD: Set Bonus Slot: The Legendary Dread Isle's Curse
· · · · · · · Green: +2 Festive Wisdom
· · · · · · · Yellow: +2 Festive Charisma
· · · · · · · Reaper: Reaper Ability Boost
· · · · · · · Deck Curse: Empty augment slot
Necklace· · · Legendary Pendant of the Sky· ·Drops in: Quest: The Stone Crypt Chronicle, end chest
· · · · · · · Insightful Devotion +74
· · · · · · · Insightful Radiance +74
· · · · · · · Insightful Nulification +74
· · · · · · · IoD: Accessory: Fang Slot: Fang: Healing Amplification +56
· · · · · · · Green: Topaz of Evocation Power
· · · · · · · Colorless: Globe of True Imperial Blood
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
Ring1 · · · · Dinosaur Bone Ring· ·Drops in: The Isle of Dread, any legendary chest; or Dread saga legendary end reward
· · · · · · · IoD: Accessory: Artifact Scale Slot: Scale: +15 Wisdom
· · · · · · · IoD: Accessory: Artifact Fang Slot: Empty augment slot
· · · · · · · IoD: Accessory: Artifact Claw Slot: Empty augment slot
· · · · · · · IoD: Accessory: Artifact Horn Slot: Horn: Sacred DCs
· · · · · · · Blue: Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Yellow: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
· · · · · · · Filigree 1: The Cry of Battle: Constitution(Rare Version)
· · · · · · · Filigree 2: Celerity/Vigilance: +2 Wisdom(Rare Version)
· · · · · · · Filigree 3: Sanctified Fervor/Reverberation: +2 Charisma(Rare Version)
· · · · · · · Filigree 4: To Hell and Back/Embraced by Light: +2 Charisma(Rare Version)
Ring2 · · · · Legendary Diabolist's Ring· ·Drops in: Quest: The Chronoscope (Legendary), end chest, or legendary version of Epic Diabolist's Ring
· · · · · · · Insightful Intelligence +6
· · · · · · · Insightful Charisma +6
· · · · · · · Insightful Evocation Focus +3
· · · · · · · Insightful Wizardry +145
· · · · · · · Legendary Demonic Shield
· · · · · · · Green: Empty augment slot
· · · · · · · Yellow: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Deadly Diabolist
Trinket · · · Doctor Lifestone's Hunting Horn · Drops in: Raid: Skeletons in the Closet, Free Yarrow optional chest
· · · · · · · Summon Legendary Dinosaur
· · · · · · · Constitution +14
· · · · · · · Sheltering +35
· · · · · · · Deception +11
· · · · · · · Speed +30%
· · · · · · · Green: Topaz of Transmuted Power
· · · · · · · Yellow: +2 Topaz of Spell Focus: Evocation
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
Weapon1 · · · Attuned Bone Club · Drops in: Skeletons in the Closet, Raid Warded Chest
· · · · · · · Damage and Type 5[1d6+3] + 15 Bludgeon, Magic
· · · · · · · Critical Threat Range 20 x2
· · · · · · · +15 Enhancement Bonus
· · · · · · · IoD: Weapon: Scale Slot: Shadowscale
· · · · · · · IoD: Weapon: Fang Slot: Iridescent Fang
· · · · · · · IoD: Weapon: Claw Slot: Iceclaw: Wisdom
· · · · · · · IoD: Weapon: Horn Slot: Icehorn
· · · · · · · Orange: Empty augment slot
· · · · · · · Purple: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
· · · · · · · Sentient Weapon Personality: Sentient Jewel of Blackrazor
· · · · · · · Filigree 1: The Cry of Battle: Constitution(Rare Version)
· · · · · · · Filigree 2: The Cry of Battle: PRR(Rare Version)
· · · · · · · Filigree 3: Celerity/Vigilance: +2 Wisdom(Rare Version)
· · · · · · · Filigree 4: Sanctified Fervor/Reverberation: +2 Charisma(Rare Version)
· · · · · · · Filigree 5: To Hell and Back/Embraced by Light: +2 Charisma(Rare Version)
· · · · · · · Filigree 6: Lunar Magic: Charisma(Rare Version)
· · · · · · · Filigree 7: Lunar Magic: MRR(Rare Version)
· · · · · · · Filigree 8: Lunar Magic: Wisdom(Rare Version)
· · · · · · · Filigree 9: Lunar Magic: Universal Spellpower(Rare Version)
· · · · · · · Filigree 10: Lunar Magic: Spell Resistance(Rare Version)
Weapon2 · · · Legendary Immaculate Globe Orb· ·Drops in: Quest: The Same Old Song
· · · · · · · +15 Orb Bonus
· · · · · · · Permanent Efficacy
· · · · · · · Superior Stability
· · · · · · · Elemental Resistance +45
· · · · · · · Spell Penetration +9
· · · · · · · Purple: Empty augment slot
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Saltmarsh Explorer
Trinket2· · · Restricted by another item in this gear set
Trinket3· · · Restricted by another item in this gear set

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GrayJedi AntiProPaladin

Well-known member
with augment summoning (I usually take it bit earlier levels) add in some cleric and favoured soul hireling(s) and they will also heal your pets, and also your druid spells to summon another ally
 

GrayJedi AntiProPaladin

Well-known member
I gotta lament that Blightcaster druid lost the ability to have a pet, why can't they have a blight/plague Pet?
even tho they still can chose Brother Wolf in that tree, but no benefit, so have have to go with Lone Wolf, but why? Not all blightcasters are "lone wolf", they join groups/parties for adventuring after all
 

Griglok

Leader- The Casual Obsession (Khyber)
I gotta lament that Blightcaster druid lost the ability to have a pet, why can't they have a blight/plague Pet?
even tho they still can chose Brother Wolf in that tree, but no benefit, so have have to go with Lone Wolf, but why? Not all blightcasters are "lone wolf", they join groups/parties for adventuring after all
I agree. Plague rat companion?

At the end of this summoner build life, I'm hoping to be able to offer some feedback on how summon-focused builds play throughout the game. I'd like to give more constructive feedback than, "summoner is just not viable in DDO".
 

Br4d

Well-known member
It's going to depend entirely on what difficulty level you play on.

Pets don't scale well into Reaper because they don't have Reaper Trees to enhance them. Summons from spells have worse problems because they don't have any variability at all and cannot be given commands since they have no command bar. The Skeletal Knight sits somewhere in between a pet and a summon due to the PM enhancements that actually make it much better when taken.

My prediction assuming you have a decent connection is that at Normal and Hard pets, hirelings and summons will be very effective. At Elite pets and hirelings will still retain value. At R1 they will have value but no longer be mainstays of your "party". Above R1 I don't know but I'd doubt they will be effective.
 

GrayJedi AntiProPaladin

Well-known member
yah true Pets and Hirelings don't have Reaper Tree Enhancements (would be Awesome if they could share in it tho), or Past Lives...

up to R1 is good enough Fun for me for now! (y)
 

GrayJedi AntiProPaladin

Well-known member
yah Plague rat and or say u can choose rat or like a Plague/Blight Groot-like creature who as u level up gets bigger into a shambling mound or Ent (like in Lord Of the Rings) or something Blight/Plague like that... but would prolly need to haste them or something bcuz they might move kinda slow....
 

Griglok

Leader- The Casual Obsession (Khyber)
It's going to depend entirely on what difficulty level you play on.

Pets don't scale well into Reaper because they don't have Reaper Trees to enhance them. Summons from spells have worse problems because they don't have any variability at all and cannot be given commands since they have no command bar. The Skeletal Knight sits somewhere in between a pet and a summon due to the PM enhancements that actually make it much better when taken.

My prediction assuming you have a decent connection is that at Normal and Hard pets, hirelings and summons will be very effective. At Elite pets and hirelings will still retain value. At R1 they will have value but no longer be mainstays of your "party". Above R1 I don't know but I'd doubt they will be effective.
We're leveling on R1. It's me and Grace on a barbarian. She definitely carries and has a ton of DPS. But I've been intentionally splitting from her to get a feel for what the quest would feel like in a solo run. I'm able to kill stuff... just slower. Survivability isn't really an issue so far (we're level 13) but mana management can be a pain.

Will have more to say once I'm further into the build, but so far it's at least fun to play. Even though it isn't OP and would be a slower pace for solo-play. I could see someone running this up as melee instead with a few feat swaps and not really having the same issues. Also, if you ran it up with SLAs and maximize/empower, it would be very easy to level. But- I'm taking the hard (less optimal) path (on purpose) to get a feel for how playing as a "summoner" feels at every level throughout the game.
 
Last edited:

Br4d

Well-known member
I have run a PM/EK into low epics with the Skeletal Knight as a main feature. It always feels fine until epics and then by 23 or so I am respeccing to get back the points on the skeletal knight and put them where they will be actually useful. I tend to run epic elite and r1 if I am in a hurry for some reason.

My general feeling is that a well though out summoner like the one you posted above will be ok in heroics at elite and r1and then the game will just scale away from the build in early epics. I think there is almost nothing that allows summons to scale in epics and this will be the killer.

If I was going to attempt to fix this on the dev side I would have all summons, hires and pets scale significantly at each epic level. I would establish the expected health of an average character for each epic level and I would scale pet health off of that. This would allow somebody to play a lower health glass cannon summoner without crippling their pet on the scaling. I would establish the average health of epic mobs at each level and I would have melee, ranged and spell damage of summons, hires and pets scale off of that. I would have threat generation for specific summons, hires and pets (tanks) scale at each epic level to allow them a chance to hold aggro.

As part of this pass I would make all hires that cast Heal and Mass heal cast them quickened. They are next to useless without that.
 

Summoner

Well-known member
I tried that build.... and a whole lot of other summoning builds. Search youtube for mmlddo and you will find videos on my summoner doing r10 into the mist.

Thing is with all the summoner builds i have tried that the summonings don't do a whole lot of damage. Taking imbue summons from primal avatar helps but it isn't enough on mid to high reaper.

With that said and if you want to solo you need to do the killing. And the things you give up for tier 5 in enlightened spirit just isn't worth it. I found that the best was a caster druid with bogw and ruin and tier 5 in draconic. Heroics enhancements go for nw brother wolf so it regens some hp. get an augment with augment summoning on it. dont use feats on it.
32 points in falconry to get 30% more hp. 22 in sh. feydark for greater color spray.
basically a caster druid.

With all that said summonings are actually good if you solo up to reaper 4. When veng reapers appear your summonings will most likely wipe. But if you survive you can revive them.

Summonings are not that bad as the take aggro away from you. use the spell from druids which makes summonings intim. its really helpfull. Get a lot of threat reduction for yourself.

Just my 2 cents.
Happy new year
 

vik

Well-known member
Good to see the love for summons builds. I play a pm mainly with the scarecrow summon up to r5-r6. I watched a youtube video with a druid summoner and it inspired me as well. My experiences so far:
  1. I tried the skele knight but he dies too often for my taste. It's a lot easier to focus on keeping one summon alive than 2.
  2. I'm currently running primal avatar as well: natural shielding takes my scarecrow into the 4500-4600hp range. Harper leadership, plus grand summoner in magus tree. Got augment summoning from an augment. Not currently running the 3 piece cry of battle filigree set as I'd have to lower my DCs to do it, but I'm tempted.
  3. the scarecrow isn't that aggressive so i have to start most fights with "attack selected target," wait for him to draw archer fire, cc, then focus on the archers outside of my initial cc range.
  4. the scarecrow takes a lot of damage from vengeance reaper circles so I really have to keep an eye on his health around them. the skele is immune to it but he manages to die a lot faster in spite of that.
  5. unfortunately, I haven't been able to figure out how to make the summons keep boss aggro. rarely will the boss go after the scarecrow once I start my dot rotation.
  6. besides having "attack selected target" for that hireling on hotbar, I have target hireling and reconstruct. It seems to work OK.
  7. i currently buff the scarecrow with resist energy line, protection from elements (the upgraded primal avatar version), stoneskin, haste, and rage. no blur since on r5 that is useless.
  8. i'm currently working on upgrading my epic wolf whistle to legendary to try out that summon.
Overall I'm pretty happy with the scarecrow, but I wish I could get him to take boss aggro. I've died a lot less having him around to draw archer fire and initial aggro. Honestly I'm fine with him not doing much damage; I'd be happier if he was even a little more sturdy, could draw aggro better, and followed a little better. The skele knight follows better than the scarecrow does currently.
 
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Griglok

Leader- The Casual Obsession (Khyber)
I am level 32, still working out gear. But was able to solo an R6 and 3-manned an R10 pretty easily. I'm still working through my feedback, but I need to do a LOT more testing and tweaking of the build before I reach any final conclusions.

At endgame, it's still very fun to play. Actually, more fun than it was to level.
 

PaleFox

Well-known member
I'm wondering if water elemental isn't a better option for this build.
Other questions that I have, which summons do you use and do you find most useful?
And/or are you running with (gold-seal) hires, same questions applies.
Do you charm animals/vermin often in a quest, or just foes and is it useful or not?
And/or just use some hold spells?
Do you use glittering dust, web and other off-beat crowd control spells like the cold clouds?
If so, how do your summons hold up in there?
 

Griglok

Leader- The Casual Obsession (Khyber)
The Experiment Results

This build surprised me and performed better than I ever expected it would. With that said, it never reached the levels most endgame players would expect a build to play at. More on that in the following posts.

In Reaper quests the heals were enough to provide sufficient heals for R10 questing, and the CC from earthquake and boosted oozes from Aspect of Tar augmented the group. I was also able to run R10s with only 2-3 party members without any difficulty, but at a much slower pace than if I was on a typical endgame build. Making effective use of the hires to flesh out the party I was able to handle traps, CC, tanking and heals with the boosts provided on this build- but again never at the same level as a player on an endgame build designed for the same purpose. Regarding the hirelings, I would say they performed "adequately". If you're looking to solo- on this build I was able to easily run R6 content without any issues. It was a little slow but I never felt in danger at all. I was also able to solo an R8 Back to Basics and an R10 Into the Mists. (screenshots below)

Outside of Hound of Xoriat, this build was horrible in raids. It under-performed when compared to almost any other build type you would want in a raid party. Our guild did complete an R10 Hound of Xoriat when I was on the build (video below) and the pace at which the hounds took down Xy'zzy made it feel good.

TL/DR- While I didn't expect to easily solo any R6+ content on the build, the pacing is slow and the playstyle required is overly complex. It's great if you want to solo R6 content or lower, but isn't a very effective build for raids .

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