Difference between revisions of "Summoner"

From Tales of Maj'Eyal
Jump to: navigation, search
(Strategy)
m
Line 67: Line 67:
 
[[Summoning (melee) (category)|Jellies]] are very useful to maintain your [[Equilibrium]]. Equilibrium decreasing effect doesn't check what caused the damage, so it's fine to abuse the poor jelly however you want.
 
[[Summoning (melee) (category)|Jellies]] are very useful to maintain your [[Equilibrium]]. Equilibrium decreasing effect doesn't check what caused the damage, so it's fine to abuse the poor jelly however you want.
  
By midgame, you'll want to use mostly [[Fire Drake (talent)|drakes]], as they are at once great ranged nukes, good tanks and OK melee combatants. Set their skill priorities so that they roar early (it deals physical damage, confuses enemies and never damages allies), fire breath later (deals a bit more damage, but can hit you) and devouring flame never. With Frantic summoning and Nature's balance properly used, you can have 4 drakes in 5 turns.
+
By midgame, you'll want to use mostly [[Fire drake (talent)|drakes]], as they are at once great ranged nukes, good tanks and OK melee combatants. Set their skill priorities so that they roar early (it deals physical damage, confuses enemies and never damages allies), fire breath later (deals a bit more damage, but can hit you) and devouring flame never. With Frantic summoning and Nature's balance properly used, you can have 4 drakes in 5 turns.
  
 
[[Grand arrival (talent)|Grand arrival]] makes hounds and ritches very useful in late game. Their arrival effect can drop enemy resistances to negatives, letting drakes wreck them. Drake arrival drakeling can be used as a shield, but is a nuisance most of the time, as the it takes a summon slot and can't be [[Detonate (talent)|recycled]].
 
[[Grand arrival (talent)|Grand arrival]] makes hounds and ritches very useful in late game. Their arrival effect can drop enemy resistances to negatives, letting drakes wreck them. Drake arrival drakeling can be used as a shield, but is a nuisance most of the time, as the it takes a summon slot and can't be [[Detonate (talent)|recycled]].
  
 
{{classes}}
 
{{classes}}

Revision as of 16:10, 3 June 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

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 early game 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. Equilibrium decreasing effect doesn't check what caused the damage, so it's fine to abuse the poor jelly however you want.

By midgame, you'll want to use mostly drakes, as they are at once great ranged nukes, good tanks and OK melee combatants. Set their skill priorities so that they roar early (it deals physical damage, confuses enemies and never damages allies), fire breath later (deals a bit more damage, but can hit you) and devouring flame never. With Frantic summoning and Nature's balance properly used, you can have 4 drakes in 5 turns.

Grand arrival makes hounds and ritches very useful in late game. Their arrival effect can drop enemy resistances to negatives, letting drakes wreck them. Drake arrival drakeling can be used as a shield, but is a nuisance most of the time, as the it takes a summon slot and can't be recycled.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
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