![]() ![]() Torturer, Hothead, and Executioner are also some solid choices. Talents: Elemental Affinity, Living Armor, Opportunist, and Savage Sortilege. Warfare: Battering Ram, Battle Stomp, and Whirlwind Necromancer: Blood Sucker (just because Inquisitor starts with it) Mosquito Swarm, Shackles Of Pain, and Silencing Stare. Planned skills are Geomancer: Contaminate, Fortify, Fossil Strike, Poison Dart, Corrosive Touch, Oily Carapace, Turn To Oil, Impalement, Poison Wave, Earthquake, Corrosive Spray, and Pyroclastic Eruption. ![]() Planned playstyle is to rush in and poison everything with contaminate and then destroy the physical armor, with high geomancer fortify will give lots of physical armor allowing the use of int armor in this build (in theory), The plan for this build is to go pure int and max out geomancer, weapon is a staff so he can still use warfare skills, a point in polymorph would also work, letting you use Turn To Oil and Oily Carapace combo, that and bull rush is good on all melee builds. The starting skills Inquisitor has is fine for starting this build out. Started with Fane as a Inquisitor, than at reaching level 2 i gave him a point in geomancer, Right now at level 9 my crit chance is up to 24%.Thought of this build after looking at corrosive touch and spray. At level 12 I'm taking savage sortilage for my crit chance to apply to my spells. Literaly every fight I go 1st, my incarnate goes 2nd. PS: High wits is great because of the high initiative. I had no trouble at all soloing everything in Act 1 with just the 1 summonere character on tactitian. Otherwise get your 5 or 6 turns left out of him and then recast him without any gap in uptime. ![]() ![]() If his initial agro pull resulted in lots of damage to him, just recast him right away. your cooldown is already over and you can recast him any time you want! This means you will likely start the fight with 5 or 6 turns left before he expires, because half his duration burned down out of combat. Potentially even casting more buffs on him without you entering combat!Ģ) The cooldown to cast him again is faster than he expires out of combat. The reason why this is such a good way to start fights is two-fold.ġ) He has the agro, you are back and safe, and often not even in combat and can move forward cautiously. You can CTL-Click someone to run up into melee, or you can his ranged attack, or some will just agro when they see him. Then click his icon next to your portrait to take control of him and run him up to the enemies to start the fight. Out side combat, cast your incarnate beside you, then buff him for range and melee. Now the #1 thing that makes a summoner really useful is how you start fights: And I would have lots of support spells to go with it in all the elemental magic schools. This way I could examine my opponents and choose what element they are weakest against and use that kind of incarnate, or physical or blood if those were the best choice. Played on Tactician solo, never having another party member.Īt first, every level up went into Summoning up to rank 12 (had a +1 item making it 13).Īfter that, each level up I put into the elemental magic skills, Pyro, Geo, Hydro and Aero. That was my summoner when he first got off the island and onto the boat at the end of Act 1. ![]()
0 Comments
Leave a Reply. |