Difference between revisions of "Summoner"
Sebsebeleb (Talk | contribs) (Created page with "{{class |name=Summoner |metaclass=Wilder |starting_life=90 |locked=Yes |life_per_level= +0 |dexterity=+1 |willpower=+5 |cunning=+3 }} ==Description== Summoners never fight al...") |
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Summons can range from a combat hound to a fire drake. | Summons can range from a combat hound to a fire drake. | ||
Their most important stats are: [[Willpower]] and [[Cunning]] | Their most important stats are: [[Willpower]] and [[Cunning]] | ||
+ | |||
+ | ==Starting Equipment== | ||
+ | *Rough Leather Armor | ||
+ | *Mossy mindstar | ||
+ | *Mossy mindstar | ||
+ | |||
+ | ==Starting Talents== | ||
+ | *War Hound | ||
+ | *Ritch Flamespitter | ||
+ | *Meditation | ||
+ | *Trap Handling | ||
+ | |||
+ | ==Talent Categories== | ||
+ | ;Technique | ||
+ | :[[Combat techniques (category)|Combat techniques]] (1.0 mastery, locked) | ||
+ | :[[Combat veteran (category)|Combat veteran]] (1.0 mastery, locked) | ||
+ | :[[Combat training (category)|Combat training]] (1.0 mastery) | ||
+ | |||
+ | ;Cunning | ||
+ | :[[Survival (category)|Survival]] (1.0 mastery) | ||
+ | |||
+ | ;Wild-gift | ||
+ | :[[Call of the wild (category)|Call of the wild]] (1.2 mastery) | ||
+ | :[[Harmony (category)|Harmony]] (1.1 mastery, locked) | ||
+ | :[[Summoning (melee) (category)|Summoning (melee)]] (1.3 mastery) | ||
+ | :[[Summoning (distance) (category)|Summoning (distance)]] (1.3 mastery) | ||
+ | :[[Summoning (utility) (category)|Summoning (utility)]] (1.3 mastery) | ||
+ | :[[Summoning (augmentation) (category)|Summoning (augmentation)]] (1.3 mastery, locked) | ||
+ | :[[Summoning (advanced) (category)|Summoning (advanced)]] (1.3 mastery, locked) | ||
+ | :[[Mindstar mastery (category)|Mindstar mastery]] (1.1 mastery, locked) | ||
+ | |||
+ | ==Strategy== | ||
+ | |||
+ | [[Call of the wild (category)|Meditation]] reduces not only your personal damage, but also that of your summons. So, ideally, only use it when you're not in combat. | ||
+ | |||
+ | [[Summoning (distance) (category)|Ritch Flamespitter]] is your workhorse talent, and should be your first choice in almost all combat situations. [[Summoning (melee) (category)|War Hound]] is your second choice. | ||
+ | |||
+ | Use [[Summoning (utility) (category)|Turtle]] to "tank" a monster (keeping it tied up in melee) while your Flamespitter blasts it. | ||
+ | |||
+ | You can have one active summon at a time for every 10 points of [[Cunning]]. So, you want to get your Cunning up to 20 as quickly as possible, letting you have 2 monsters at once. Later, aim for 30 Cunning to get a third monster -- but that can wait a while. | ||
+ | |||
+ | [[Summoning (distance) (category)|Hydras]] are very powerful, but they won't use their breath attacks if you would be hit. So for best results, try to stay behind the hydra. | ||
+ | |||
+ | You don't get any monster detection capability, but you can fake it by using [[Summoning (utility) (category)|Summon Control]] on an expendable summoned monster (and, face it, they're all expendable). Take control of something and use it to scout ahead. | ||
+ | |||
+ | Get your healing talent ([[Call of the wild (category)|Nature's Touch]]) quickly. Not only can it save your life, but it can also keep escortees alive. | ||
+ | |||
+ | War hounds gain physical power based on talent level, and deal more damage than stone golems at level 5. | ||
+ | |||
+ | You can prevent your main character from acting poorly when you control another monster by customizing the AI and leashing it to an anchor (with radius 1). | ||
+ | |||
+ | [[Summoning (melee) (category)|Jellies]] are very useful to maintain your [[Equilibrium]]. | ||
{{classes}} | {{classes}} |
Revision as of 00:52, 28 May 2013
Summoner | |
---|---|
Metaclass | Wilder |
Locked | Yes |
Starting Life | 90 |
Life Rating | +0 |
Stat Modifiers | |
Strength | 0 |
Dexterity | +1 |
Constitution | 0 |
Magic | 0 |
Willpower | +5 |
Cunning | +3 |
Contents
Description
Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side. Summons can range from a combat hound to a fire drake. Their most important stats are: Willpower and Cunning
Starting Equipment
- Rough Leather Armor
- Mossy mindstar
- Mossy mindstar
Starting Talents
- War Hound
- Ritch Flamespitter
- Meditation
- Trap Handling
Talent Categories
- Technique
- Combat techniques (1.0 mastery, locked)
- Combat veteran (1.0 mastery, locked)
- Combat training (1.0 mastery)
- Cunning
- Survival (1.0 mastery)
- Wild-gift
- Call of the wild (1.2 mastery)
- Harmony (1.1 mastery, locked)
- Summoning (melee) (1.3 mastery)
- Summoning (distance) (1.3 mastery)
- Summoning (utility) (1.3 mastery)
- Summoning (augmentation) (1.3 mastery, locked)
- Summoning (advanced) (1.3 mastery, locked)
- Mindstar mastery (1.1 mastery, locked)
Strategy
Meditation reduces not only your personal damage, but also that of your summons. So, ideally, only use it when you're not in combat.
Ritch Flamespitter is your workhorse talent, and should be your first choice in almost all combat situations. War Hound is your second choice.
Use Turtle to "tank" a monster (keeping it tied up in melee) while your Flamespitter blasts it.
You can have one active summon at a time for every 10 points of Cunning. So, you want to get your Cunning up to 20 as quickly as possible, letting you have 2 monsters at once. Later, aim for 30 Cunning to get a third monster -- but that can wait a while.
Hydras are very powerful, but they won't use their breath attacks if you would be hit. So for best results, try to stay behind the hydra.
You don't get any monster detection capability, but you can fake it by using Summon Control on an expendable summoned monster (and, face it, they're all expendable). Take control of something and use it to scout ahead.
Get your healing talent (Nature's Touch) quickly. Not only can it save your life, but it can also keep escortees alive.
War hounds gain physical power based on talent level, and deal more damage than stone golems at level 5.
You can prevent your main character from acting poorly when you control another monster by customizing the AI and leashing it to an anchor (with radius 1).
Jellies are very useful to maintain your Equilibrium.
Classes
Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Warrior | Rogue | Mage | Afflicted | Defiler | Celestial | Wilder | Chronomancer | Psionic | Adventurer | Tinker | Demented |
Bulwark | Rogue | Alchemist | Cursed | Reaver | Anorithil | Summoner | Paradox Mage | Mindslayer | Adventurer | Sawbutcher | Writhing One |
Berserker | Shadowblade | Archmage | Doomed | Corruptor | Sun Paladin | Wyrmic | Temporal Warden | Solipsist | Wanderer | Gunslinger | Cultist of Entropy |
Archer | Marauder | Necromancer | Doombringer | Stone Warden | Possessor | Psyshot | |||||
Arcane Blade | Skirmisher | Demonologist | Oozemancer | Annihilator | |||||||
Brawler |