Author Topic: Guide to the Poison Summoner: Spirits and Creepy Insects v1.6  (Read 15306 times)

Bryan

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Disclaimer: The following are NOT claimed to be the ultimate Hell mode-appropriate builds, and not ones that can in all cases be of more use than a more "traditional" Summoner setup. The Poison Summoner is founded on the notion of personal damage rather than legions of minions, possibly providing an alternative route to the Summoner damage output while certainly making for an efficient farmer.

Index:
1.0 Introduction and notes on criticals
1.1 Generic farmer skills
1.2 Leveling and generic farmer gear
1.3 Generic farmer modding,expertises and power efficiency

2.0 The lv.55 boss farmer
2.1 Boss farmer videos

v1.5 note: For those seeking a boss farmer build,kindly skip the skill/gear suggestions of section A and refer to section B for such information,as the guide now presents two distinct setups with distinct uses.Some information and many suggestions that are valid for one may be valid for the other,but in conclusion they are separate setups.

v1.6 note: Videos of solo Land of Rest runs in Hell and Nightmare have been included directly below the guide's last post,along with the character's numbers for build evaluation purposes.The build used is the one analysed in section B.
An index has been added for easier reading,slight corrections were made.

Included all subsections into spoiler tags,for easier/selective reading.Any feedback on this would be much appreciated.


Why a Poison Summoner?

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"Summoners can't crit".

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« Last Edit: Feb 08, 2014; 07:58 PM by Bryan »
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Bryan

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #1 on: Aug 11, 2012; 03:53 AM »
A) The grinder & Catacombs/Stonehenge/Ginza farmer

Skills

(click to show/hide)
« Last Edit: Feb 08, 2014; 07:35 PM by Bryan »
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Bryan

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #2 on: Aug 11, 2012; 04:01 AM »
Gear

1) Pre-Lv50

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2) Lv50

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3) Lv55

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« Last Edit: Feb 08, 2014; 07:37 PM by Bryan »
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Bryan

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #3 on: Aug 11, 2012; 04:05 AM »
Modding

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Expertises

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Power Efficiency

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« Last Edit: Feb 08, 2014; 07:41 PM by Bryan »
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Bryan

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #4 on: Aug 11, 2012; 04:15 AM »
B) The lv.55 boss farmer

For a heavily boss-oriented setup,the goal is not simply the most damage possible at the cost of all else.Removing +minion stat gear can have a massive impact on Forces,hampering their tanking capabilities.Therefore (and since it has been established that Summoners can't play at being Evokers with absolute success),the optimal goal is the ideal compromise between the tanking Forces and personal damage output,though still highly in favor of the latter.

Gear

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Skills

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Expertises

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Survivability
-"The best defense is not being there."

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Conclusion

In conclusion, Summoners are arguably the most versatile class available, so it is understandably surprising to see a specific build (with slight variations) be regarded as the only viable end-game build for this class. Hopefully this guide can provide players with a feasible alternative within the boundaries set by the game's current incarnation.
Experimenting further than these suggestions is to be encouraged, as experimenting is the very means by which this guide came to be. Personal tastes and efficiency in variable circumstances may always alter this build, and any input in that front will be most appreciated.
« Last Edit: Feb 08, 2014; 07:41 PM by Bryan »
"Dream big and crash often"
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Bryan

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #5 on: Aug 11, 2012; 04:30 PM »
Land of Rest videos and remarks


(~10 minutes)

(~50 seconds)

Vraedna's numbers:
- Critcapped +7 Glyphs with a total of +71% elemental damage
- 1k clean cdb and 400 caste cdb
- +90% minion hp,+40% minion armor from set/stat pieces,and an added ~110% hp and ~125% armor from the cast set (2 Masters of the Dark)

One may consider both times to be mildly to extremely lacking in comparison to other classes.However,the comparison that should be made is with other summoner setups,as summoners are not evokers,and of course not engineers or marksmen.

On to what was lacking in terms of personal gear and party buffs:
- Enchants,as the top-notch players use weapons of an average +9.
- 10 ranks,and thus 100 clean cdb and 1 more expertise apart from crit/armor/power/power regen.
- Additional points saved from optimal cabal stat gear,and thus a decent amount of cdb.
- 14% elemental damage if the comparison is made with plain maxed 2x ele Glyphs and only 8x 4% relics,up to a maximum of 28% if the comparison is made with 3x ele Glyphs and the shop bracelet.
- The Moloch pet,and thus 5% more armor penetration.
And most importantly,
-an Engineer's buffs,namely Haste Bot and Beacon which by itself increases damage dealt by an obscene amount.

Most notably,the build is not mainly designed around solo play but rather,around party support.This factor should always be considered when evaluating it's performance.
A demo duo run with VampQ's engineer may better simulate real party conditions:

(~1:50)

Of course,this can also be used as a point of reference regarding party safety,the performance when Beacon is available and the issue of power consumption.
A similar point of reference can be drawn from a 5-man Dessicator run,such as the one below.


The above are not attempts at showcasing a personal achievement,but rather points of reference as to the efficiency of the mentioned numbers.There is much room for improvement for players willing to invest in one such character,and hopefully such improvements will be of much more use in the Land of Rest.
 
« Last Edit: Aug 14, 2013; 10:13 PM by Bryan »
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Violet-n-Red

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #6 on: Aug 11, 2012; 04:33 PM »
one of the best guide for character building i've ever seen! described every aspect of the build and given all the variants one could possibly want!  :) :) :) me likes
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Wolfilein

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #7 on: Aug 12, 2012; 12:33 PM »
+1
A very detailed build with lots of usefull informations for beginners and even pro's.
Wolfilein

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Bryan

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Re: The Poison Summoner: Spirits and Creepy Insects
« Reply #8 on: Aug 13, 2012; 07:12 PM »
My thanks for the kind words guys :)

If you find anything to be missing/not elaborated enough on,I'd always appreciate the pointer and see to the omission.
"Dream big and crash often"
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Bryan

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Re: Guide to the Poison Summoner: Spirits and Creepy Insects
« Reply #9 on: Sep 24, 2012; 10:22 AM »
Bump.

Added a couple lines in the introduction as a point of reference.It is rather sad to see people regard Swarm,an AoE that can actually crit,as "redundant",when the class as a whole is treated as a target hive due to lack of personal damage.
I wonder if a couple of videos should be added as well,just to illustrate the build's efficiency.Perhaps a Land of Rest run?
« Last Edit: Oct 11, 2012; 12:58 AM by Bryan »
"Dream big and crash often"
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Ailove

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Good post
« Reply #10 on: Oct 11, 2012; 05:20 AM »
Well written, there is a lot to learn.Thanks to the author.

Identity

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Re: Guide to the Poison Summoner: Spirits and Creepy Insects
« Reply #11 on: Jan 05, 2013; 02:32 PM »
i have a question, actually.

let's say you have a summon set with 2x master of the dark (2 all skills) and summon your elementals with that set, and only 3 hard skills in master of elements. once summoning is finished, you switch sets to your dps set. will you lose power points upon switching? because you now only have 3/5 instead of 5/5 in master of elements?

currently thinking about dual masters for that reason, saves 2 skills in master of elements, elemental fortitude, also means 30% minion damage if you have 1 point to elemental revenge and 30% minion health and 50% minion armor for the witch doc, if you have 1 to summoning circle and summoning empowerment.

Bryan

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Re: Guide to the Poison Summoner: Spirits and Creepy Insects
« Reply #12 on: Jan 05, 2013; 07:55 PM »
Actually you do lose some power points,but only those the weapons themselves provide.

As long as it's a passive bonus,any +points to such a skill on summon are retained even after a weapon switch.That works for Master of the Elements and all the skills you mentioned,the Doctor himself,and even on the Reaper's timer and the Spectral elemental's phase strength  :)
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Identity

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Re: Guide to the Poison Summoner: Spirits and Creepy Insects
« Reply #13 on: Jan 06, 2013; 11:24 AM »
almost thought so :) thanks for confirming this

Bryan

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Re: Guide to the Poison Summoner: Spirits and Creepy Insects
« Reply #14 on: Jan 09, 2013; 12:18 PM »
I have been thinking about updating the guide for a while now.Given Identity's recent tests on crit,I guess it's the right timing to do it  :)
"Dream big and crash often"
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