best summoner viable for lategame ?

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A New Start
Monkey King
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ErlDabbins wrote:thanks for the response. I am having trouble figuring out how to scale spirit damage beyond base STR, +skill, and minion dmg%. It seems %str wouldnt do anything for us. I know there are some good items like undead crown for deadly strike, but i am nowhere near that yet. If i do end up switching to nephalem spirit at some point, the dmg it adds seems small? Right now it is 13-27 of both fire and lightning (lvl 116 atm, just started char couple days ago). I don't see how this would do much unless i can scale that some how that i am unaware? I will probably make a separate post discussing this, but let me know if you have a moment.


The damage from Nephalem Spirit is mostly for Fauzt where Necrobot can completely stonewall your guardian spirit if they can only deal physical damage.

Having said that the issue of low defence when going for Nephalem Spirit, low pr in general being a summoner while also having zero sustain make it quite a pain to farm Fauzt and above unless you're absolutely decked with gears. meanwhile something like Warcry barb can breeze through most of them on just set and crafted gears. Summon barb after buff is amazing for early-mid uber killer tho, so get all the charms you can then switch to something else for farming
Edited by A New Start 1 year.
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Immortal2563
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This is not the problem with the golem that does not bite badly and heals you all the time just because minions are not immortal. So get it to T6-10. Not even for a labyrinth, but wherever there is a lot of range units. Fauzt, Cold Fusion. You just want to play it. You just can't. In the maze, all the minions are literally massacred. In addition, 75% of resists where without 90% do not get into T10.

If they were immortal plus immortal mercenaries, you would laugh at him. A dozen skeletons, Knights, two VK, golem and mercenary it would be a living wall to protect you from all bullets. You would have to give them a longer leash so that they could attack the mobs at the very end of the screen,

Devs should just sit in front of the computer and force them to end up with T10. Let them sit there until they do it. They would eventually conclude that there is something wrong with this setup. In addition, in 2.0 Doomguard RW disappeared and we got nothing in return. Now a two-handed cane has as much bonus as the once-handed Doomguard. Paranoia.

In return, he would drastically limit his life. Let him run an extreme setup with 5-6k HP.
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Scalewinged
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undaed crown giving nothing... it convert minion stats to YOUR deadly strike and so on. Basically pointless shit (except for plunderowl since negative crushing blow makes you having additional EWD)
papas
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Scalewinged wrote:undaed crown giving nothing... it convert minion stats to YOUR deadly strike and so on. Basically pointless shit (except for plunderowl since negative crushing blow makes you having additional EWD)


but for barb with skelds minnions inherit the deadly strike
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Scalewinged
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Sadly it's not outclass
Gladiator's Rage
Gladiator's Rage
Spatha (Sacred)

One-Hand Damage: 46 to 48
(Barbarian Only)
Required Level: 100
Required Strength: 500
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 16 Bloodlust when Struck
+(2 to 4) to Barbarian Skill Levels
+(1 to 2) to Maximum Barbarian Minions
40% Cast Speed
+(50 to 75)% to Summoned Minion Life
+50% to Summoned Minion Damage
+50% to Summoned Minion Resistances
(10 to 30)% Gold Find
(10 to 30)% Magic Find
+(3 to 5) to Light Radius
Socketed (3)
papas
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Scalewinged wrote:Sadly it's not outclass
Gladiator's Rage
Gladiator's Rage
Spatha (Sacred)

One-Hand Damage: 46 to 48
(Barbarian Only)
Required Level: 100
Required Strength: 500
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 16 Bloodlust when Struck
+(2 to 4) to Barbarian Skill Levels
+(1 to 2) to Maximum Barbarian Minions
40% Cast Speed
+(50 to 75)% to Summoned Minion Life
+50% to Summoned Minion Damage
+50% to Summoned Minion Resistances
(10 to 30)% Gold Find
(10 to 30)% Magic Find
+(3 to 5) to Light Radius
Socketed (3)


he can duelweild no?
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Scalewinged
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papas wrote:
Scalewinged wrote:Sadly it's not outclass
Gladiator's Rage
Gladiator's Rage
Spatha (Sacred)

One-Hand Damage: 46 to 48
(Barbarian Only)
Required Level: 100
Required Strength: 500
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 16 Bloodlust when Struck
+(2 to 4) to Barbarian Skill Levels
+(1 to 2) to Maximum Barbarian Minions
40% Cast Speed
+(50 to 75)% to Summoned Minion Life
+50% to Summoned Minion Damage
+50% to Summoned Minion Resistances
(10 to 30)% Gold Find
(10 to 30)% Magic Find
+(3 to 5) to Light Radius
Socketed (3)


he can duelweild no?


Yes he can... but i'm not sure if dw Gladiator will be better than using it with
Toraja's Champion
Toraja's Champion
Gilded Shield (Sacred)

Defense: (7944 - 8978) to (9847 - 11129)
Chance to Block: 1%
(Barbarian Only)
Required Level: 100
Required Strength: 700
Item Level: 105
+(2 to 3) to Barbarian Skill Levels
+2 to Maximum Barbarian Minions
+(30 to 38)% Damage to Protector Spirit Bloodlust
40% Cast Speed
+(21 to 25)% to Summoned Minion Damage
+(115 to 143)% Enhanced Defense
+500 to Life
+250 to Mana
Elemental Resists +10%
+10 Life on Striking
+(6 to 7) Mana on Striking
Socketed (4)
(well.... it will if you don't need def boost from it and have 2 minions roll on both Glads)
OverSky
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Spirit Reave is insane for boss killing, especially annoying teleporters i.e. Quov Tsin.

I tried summon barb this patch and the rework made him stupidly strong to play untwink. With TUs & honorifics he could farm every boss & area 125 & below, perfect for ssf. Only from Scosglen and up where it needs more punch from SU like Toraja's Champion.
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Scalewinged wrote:
papas wrote:
Scalewinged wrote:Sadly it's not outclass
Gladiator's Rage
Gladiator's Rage
Spatha (Sacred)

One-Hand Damage: 46 to 48
(Barbarian Only)
Required Level: 100
Required Strength: 500
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 16 Bloodlust when Struck
+(2 to 4) to Barbarian Skill Levels
+(1 to 2) to Maximum Barbarian Minions
40% Cast Speed
+(50 to 75)% to Summoned Minion Life
+50% to Summoned Minion Damage
+50% to Summoned Minion Resistances
(10 to 30)% Gold Find
(10 to 30)% Magic Find
+(3 to 5) to Light Radius
Socketed (3)


he can duelweild no?


Yes he can... but i'm not sure if dw Gladiator will be better than using it with
Toraja's Champion
Toraja's Champion
Gilded Shield (Sacred)

Defense: (7944 - 8978) to (9847 - 11129)
Chance to Block: 1%
(Barbarian Only)
Required Level: 100
Required Strength: 700
Item Level: 105
+(2 to 3) to Barbarian Skill Levels
+2 to Maximum Barbarian Minions
+(30 to 38)% Damage to Protector Spirit Bloodlust
40% Cast Speed
+(21 to 25)% to Summoned Minion Damage
+(115 to 143)% Enhanced Defense
+500 to Life
+250 to Mana
Elemental Resists +10%
+10 Life on Striking
+(6 to 7) Mana on Striking
Socketed (4)
(well.... it will if you don't need def boost from it and have 2 minions roll on both Glads)


Although not nearly as strong, I think crafted sword with bend the shadows sounds really good. Especially on HC, but in general barb summons are better from slightly away, rather than right on top of the enemy as far as I played (level 116)
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FreshPro wrote:I have a necromancer with summoner or totembuild around 124
and a summoner barb thats 121

Both seems to struggle a lot killing bosses.

Is it even possible?


I played the same 2 builds, and I think that maxing crows, and dumping skellies might be the way to get bossing ability, anyway VK gets the max level aura, and AKs do all the AOE. However birds don't get bonus damage from base points, so as far as single target, it seems reave is better.
Although I have seen a video from a couple patches ago of crows killing samael, and I'm a fucking noob. So I really don't know. Reave didn't exist back then however.