The Summoner has been Summoned

Griglok (Karatemack)

Leader- The Casual Obsession (Khyber)
Notes on Playing a Summoner

This playstyle is unique to anything I have ever played in DDO. For one thing, it is a TON of hotbars- even for a hotbar junkie like me (screenshot below). The important thing for running reaper solo on this build is making sure your hirelings are positioned correctly and are attacking the correct thing! (a vengy circle will wipe out all your hirelings) That means you are constantly juggling through their teleport button, targeting the mob you want to prioritize and telling them to attack. That's in addition to keeping them buffed, healed and the mobs CCd.

Hotbars:
image.png



Hireling Stats
The melee defenses on the hirelings/companion feel very good. I say "feel good" because you can't actually view any of the hireling stats, but let's just say they had zero issues in tanking a doom reaper. With that said, defenses against spell damage are abysmal at best. Any caster tossing dots in R8+ or a single vengeance reaper can easily wipe your entire party. Keep in mind that my fully buffed Teal and Shield Guardian had around 6k HP. The summoned oozes on the other hand... they seem to be able to survive just about anything, unfortuantely you have zero control over what they do.

Here is a screenshot of my companion's stats in reaper and with boosts:
image.png



Things That Felt Good About Hirelings/Companions/Summons
  • They detect hidden/secret mobs for you
  • They tend to swarm around a target, locking it in place
  • They are great at blocking doors and soaking up damage while you sit back and watch them slowly kill the mobs
Things That Felt Bad About Hirelings/Companions/Summons
  • The most summons you can have at any time is 3. The Flame Sphere, The Dryad from Primal Avatar and one other summon (excluding oozes of course). (I mostly used either the Succubus from Magus or the dinos from Dr. Lifestone's Hunting Horn.) The Flame Sphere is easily destroyed and doesn't contribute much, so you basically get 2 summons. This make the build really feel bad in raids where you can't use hirelings. Having the ability to summon additional creatures would go a long way to help this.
  • Summons aren't controllable, so when they bug out and stop attacking your only option to get them to re-engage is to summon a fresh one. Hirelings have the same behavior, but it can be corrected by using the attack command.
  • If you didn't pay for the expansions and don't have the perma-gold-seal hirelings, you are out of luck! These were by far the most powerful hirelings and non-gold seal would only allow you to summon 1 hireling.
  • The perma-gold-seal hirelings are FAR more powerful/stat boosted than your companion. Poor wolfie would nearly always be the first to die and seemed to deal the least damage overall.
  • Your only real damage comes from Shared Mantle in Primal Avatar. Without this ability, it would be difficult-impossible to solo any reaper difficulty on this build. The base damage for any hireling/companion/summon is worthy only of low-level heroic quests. Darling and Frogo typically get the most kills because they appear to have the fastest rate of attack. The Shield Guardian and Teal took turns as the most effective hate magnets/tanks.
  • The creature companion only has 2 equipment slots. I ended up putting Scalemail of the Celesital Avenger and TF Wraps on mine due to the equipment level restrictions and for the stat-density those items provided. Having even a 3rd slot so we could give them a set bonus would feel nice.
  • Summons/hires have no way to benefit from Reaper Trees, Augments, or Filigrees.
  • Your companion's level is based off of your CLASS level instead of your CHARACTER level. Yet, in order to take every boost to summons/companions out there, you must multiclass. The 5 levels of Warlock needed for the Enlightened Spirit boosts meant that at level 32 my wolf was level 27 for gear purposes.
  • The wolf companion only has 2 active abilities for their bar- rage and hamstring.
  • Hirelings have "secret" abilities.
Secret Abilities of Hirelings
To find these, you have to right click on the hireling's hotbar and select "Customize AI". For example- did you know that the Legendary Feywild Muse has raise dead? To get him to use this ability, I had to uncheck all of the other abilities, tell him to defend me then toggle between offensive and defensive modes to get him to cast it "on command". See pictures below:

Feywild Muse Hotbar:
image.png


Customize UI Menu:
image.png


The Menu:
image.png
 
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Griglok (Karatemack)

Leader- The Casual Obsession (Khyber)
The Final Build


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:· · · ·3716 · · ·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: Improved Augment Summoning
· · · · · · · · · · · ·Wisdom: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Epic Mage Armor
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Embolden Spell
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
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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
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Epic Destinies: 40 APs + 27 permanent Destiny Points
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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 104 : 20 + Max Mod(Int(24), Wis(42), Cha(35)) + Transmutation(42)
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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: Legendary Bulwark
· · · · · · · This augment will suppress any set bonus this item may have.
· · · · · · · 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: Legendary Bulwark
· · · · · · · This augment will suppress any set bonus this item may have.
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Eminence of Winter (Suppressed by selected augment)
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: Legendary Bulwark
· · · · · · · This augment will suppress any set bonus this item may have.
· · · · · · · Deck Curse: Empty augment slot
· · · · · · · Legendary Saltmarsh Explorer (Suppressed by selected augment)
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: Aspect of Tar
· · · · · · · 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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Br4d

Well-known member
I'd be curious how a fully buffed out PM pet would feel to you in raids. I doubt it would be effective but it is a total beast in heroics and early epics and I don't think I've optimized a build around it yet. Working on that.
 

vik

Active member
OP, your experience is similar to mine, but I didn't try running a full party for long because it was too hectic. a couple party hireling wipes did it for me.
  1. could you list the total hp of each hireling so I have an idea how it compares to my less optimized build?
  2. what buffs were you using for them?
  3. I noticed you didn't mention the scarecrow: even though he has less hp than the shield golem he's a lot more sturdy. did you try him? you don't have reconstruct on this build, i get it, and the shield golem self heals but the scarecrow doesn't, but I'm just curious how well he performs with your summoner build.
  4. how good are the oozes? would you say aspect of tar is worth it over legendary affirmation if you had to choose?
  5. agreed on the lack of mrr. it's insane how fast the spell casters take them out.
  6. I'll have to try using the shared aura on primal avatar; i wonder if that will help with hireling aggro.
 
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Griglok (Karatemack)

Leader- The Casual Obsession (Khyber)
OP, your experience is similar to mine, but I didn't try running a full party for long because it was too hectic. a couple party hireling wipes did it for me.
  1. could you list the total hp of each hireling so I have an idea how it compares to my less optimized build?
Teal ~ 5800 HP (fully buffed)
Darling ~ 4300 HP
Frogo ~ 4050 HP
Feywild Muse ~ 4300 HP
Shiled Guardian ~ 5600 HP
  1. what buffs were you using for them?
Magic Fang, Mass Bulls, Mass Bears, Pack Presence (threat gen), Harrowing Pack (need to be wolf form), Animal Growth, Pack Aptitude (STR or CON), Tenacious Pack, Heroic Companion, Greater Heroism, Haste.
  1. I noticed you didn't mention the scarecrow: even though he has less hp than the shield golem he's a lot more sturdy. did you try him? you don't have reconstruct on this build, i get it, and the shield golem self heals but the scarecrow doesn't, but I'm just curious how well he performs with your summoner build.
I was a druid healer, so I focused on max level hires I could effectively heal. The shield guardian wasn't an issue.
  1. how good are the oozes? would you say aspect of tar is worth it over legendary affirmation if you had to choose?
You don't need to choose. Put affirmation on, get the buff, swap back to ooze. Oozes are very very good. They share the damage from the Shared Mantle and are very very tanky.
  1. agreed on the lack of mrr. it's insane how fast the spell casters take them out.
Yeah, you have to position them very well. I also made use of nullmagic aura situationally to help out.
  1. I'll have to try using the shared aura on primal avatar; i wonder if that will help with hireling aggro.
I made sure the hires got aggro through positioning, effective use of their teleport and Pack Presence.
 

Tilomere

Well-known member
I wish the shared aura worked on the Magus stance.
Getting multiple ticks of that aura would be amazing.
My fuzzy memory says it works-ish, but it only works on summons, while PA works on summons and hirelings, and doesn't work if you have both PA and Magus mantles trained, and also I'm not sure it is doing negative or some other type.

You can have:
1 Dino
1 Legendary wolf
Unlimited epic wolves
Untested heroic wolves
3 Oozes (tar + regular combined)
1.5 Dryads
1 "regular" summon

As far as my fuzzy memory says. But it's been awhile.
 
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PaleFox

Well-known member
My fuzzy memory says it works-ish, but it only works on summons, while PA works on summons and hirelings, and doesn't work if you have both PA and Magus mantles trained, and also I'm not sure it is doing negative or some other type.

You can have:
1 Dino
1 Legendary wolf
Unlimited epic wolves
Untested heroic wolves
3 Oozes (tar + regular combined)
1.5 Dryads
1 "regular" summon

As far as my fuzzy memory says. But it's been awhile.
This is just so wild, makes me wanna do a summoner build again.
To bad I don't have the Dino, nor any LGS for the oozes.
 

Griglok (Karatemack)

Leader- The Casual Obsession (Khyber)
Why take the spell focus enchantment feats?
Charm Person/Charm Animal and Howl of Terror.

YMMV with the charms based on positioning and whether or not they target your hires/summons even after being charmed. Also, you cannot easily dismiss charm when you use Charm Animal (it may not be working at all). Howl of Terror is amazing.
 

NightHiker

Well-known member
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.
As a fellow hirelings/summons enthusiast, I applaud you for actually trying to make it work. I'm not sure you're aware, but I've been doing similar things with my Storm Summoner build, as far as play style goes, and was able to solo r8s without much difficulty, albeit in a slower pace than a DPS optimized build, of course (though in a much safer manner, rarely being in danger but on the most intense boss fights). That is, until I stopped playing the game, about 4 months ago.

Here is the link to the build, with some videos, if you're interested - on the con side, it's not as hireling optimized as yours (no warlock multi or druid buffs, but I find the bard buffs plus the heal on the shouts work better to keep the hires alive while they keep aggro on the mobs - 100% or close aggro reduction is a must here), but on the pro side it's still a good enough damage dealer to not feel gimped in group play, when you don't have the hires out (I had no access to the oozes summons):


Now, the very bad news: the current proposed changes to Magus of the Eclipse presented on Lammania, making Grand Summoner a T4 ability tied to the mantle, pretty much kills both builds, since the run speed buff (even more so than the health buff) was needed if you wanted the hires and summons to actually keep up with you.

So, thanks a lot for trying to promote this singular but (in my view) fun way to play the game. It was great while it lasted.

Cheers!
NH
 
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