Viable summoner build for new patch?

Hey is there a viable summoner (pet) build yet for this new patch? Something using a combo of liver mortis and hunting swarm? Ive been leveling up, about lvl 72 atm, and progression is slowing down. Looking for something that doesn't require button spam if possible =)

Replies: 12

Created: 1 year, 11 months ago

Category: Gameplay

No not as long as the minions dont get love from dervs, they suck big time both survival and specially damage wise. So I would not recommend doing a summoner.

Created: 1 year, 11 months ago

is minion/summoner even any better at all now, just the same, or worse than before...?

Created: 1 year, 11 months ago

I have had a bit of luck using 3 liver mortis with the node that takes damage for you, and currently using 3 parasite spells, getting parasite onto the Icy Tormentors (those big hunch back things that do the ground slam with the staff and have a huge aoe heal), those things are nice and tanky, and they can slaughter things quite easily, at least on 140 ish expeditions. Ill see if this works up to 187 levels or not.

Hey Devs, sure would be nice to see some actual numbers on the pets when it comes to damage, not the utterly useless "this node increases minion damage"... oh it increases the damage, you dont say? By how much? By what %? or "this node increases minion attack speed"... oh really? by how much, by what %?

Created: 1 year, 11 months ago

Minions are very very very far behind the top skills havoc/arctic ect. They can do 187 there is a streamer i saw that was doing this - forsaken or something ut yeah slow as - mayhem on slow motion. Company intoduced minions for areason i think they are still trying to work out how they can fit in better. My hope is that we will see some changes in the future hopefully with items and skill tree changes.

Created: 1 year, 11 months ago

Minions are very very very far behind the top skills havoc/arctic ect. They can do 187 there is a streamer i saw that was doing this - forsaken or something ut yeah slow as - mayhem on slow motion. Company intoduced minions for areason i think they are still trying to work out how they can fit in better. My hope is that we will see some changes in the future hopefully with items and skill tree changes.

Skeksis Original Comment

Oh, I would like to quickly add something to the minions, because above the 160th portal this is some kind of torment, so far the developer has not spent any time on these skills, they are not even fully described.

Created: 1 year, 11 months ago

More musings on the summoner class as a build.
1. Liver Mortis is an outstanding summons, espically with the generational grief spell node that lets it eat 30% of the damage you take. Its really tanky as well, however (and this is with most summons) its damage is non existant.
2. Hunting Swarm/Feeding Swarm. These are usefull early, however as noted, anything past lvl 160 and these spells are utterly useless, period. These summons, even with a full Plaguebringer talent tree, cannot output damage or even take a hit, they just melt.
3. Parasite, yes you should have this spell, Parasite is a great way to augment your Liver Mortis tanks, I run with 2 Parasite spells, my usuall suspects to nab up are 1) find a Tormentor (hunchback dudes with a big ground slam attack, the frost tormentors will work untill you can find a normal tormentor) and 2) find and convert 3 of the Tainted Primordial Armors (they can be found in the anankis hall area) these armors have a cleve attack and just shred things.

It saddens me that Parasite is by far the most usefull summon spell for damage that we get, other than the damage mitigation from Liver Mortis, our other summons spells are fundamentally broken, with spell modifiers that are still intentionally broken from launch, with a passive talent tree that is still fundamentally and intentionally broken from launch. The feeding swarm spell should be as tanky and have a frontal cleave attack like that of the Tainted Armors, and the Liver Mortis should have the AE dps/threat of the Tormentors. These things already exist in the game itself, its not to hard to implement, and actually TEST the spells, spell nodes, and wheel of fate nodes before launch to ensure the product actually works and is "balanced".

With my 3 liver mortis, tormentor, and 3 Tainted Primordial Armor, i can indeed clear level 187 sarisel runs, it takes between 10 to 15 minutes. Its not fast, its not meta, but i can slog through it. Its really sad that there is only 1 or 2 vialbe builds at the moment that revolve around havoc orb and artic spear.

Created: 1 year, 11 months ago

all right, i am going to fully explain all of my findings on summons. from damage scaling to survivability to minmaxing.
first let's go over everything that can increase your your minion damage.

-passive tree minion nodes
-feast of cankers (FOC) unique (2x is necessary if you want to enjoyably do any endgame content)
-fatal pact passive procced by weakness ailment and toxic (more on this later)
-a weapon with massive base damage (400+ average damage 2h shadow and sacred damage melee)
-minion skill level and damage mods
-curse ailment
-skills that apply buffs to you and allies (not worth it as a pure summoner)
-the trial unique belt

thats it...


now lets go over what you will need to be a proper summoner in the current patch

MINION NODES: take em all, damage reduction, health regen, health, damage, attack/cast speed
-regen, health and damage reduction drastically increases your minions survivability which is absolutely necessary due to the health reduction from 2x FOC

UNIQUES: 2x FOC (cheap to buy, join the wolcen trade discord), the trial (very very expensive but a big game changer), genesis (more on this later), veiled eclipse, 1-2x shadowcall (makes it easier to drop 30+ curse and even moreso weakness stacks on entire groups)

FATAL PACT: there are a few interesting interactions between fatal pact and the block based passive notable sacred oath. by stacking a modest amount of block chance you can apply 3-4 stacks of weakness per block which in turn is also applied to you; reaching 10 stacks to proc a 20% damage buff to allies within 5m becomes automatic and often. using toxic emanations allows you to constantly poison yourself to regen hp; the more enemies the more regen. beware this does not make you invincible just more durable.

CURSE AILMENT: increases enemy damage taken per stack. genesis will release a shadow damage nova that seems to have a high base curse chance whenever an enemy accumulates 5 stacks of weakness ailment, it will also cast bulwark on top of an enemy when they accumulate 5 stacks of curse increasing your and your minions survivability. some of your minions are also capable of applying curse, yes they do have their own stack counter; you will notice stack count going as high as 40 sometimes. first stack increases damage by 5% all extra add an additional 1% increased damage taken (34% +). this is important because increased damage taken applies to the total value of the hit which makes it a more modifier.

WEAPON AND GEAR/SOCKETS: a 400+ average damage primarily shadow 2h melee wep 3x offensive 3 slots with curse jewels. chest should be heavy for block chance, use all defense socket 1 for block chance jewels all other armor use bruiser. rings and ammy try to get hp and resists with occult ail chance (you can also use shadowcall for rings), socket for curse chance.

-only the weapons BASE damage will affect your minions damage, spell damage and attack damage will not affect it nor will any increase OR DECREASE to the line "weapon damage" in your character stats screen; the average damage displayed on your weapon is the only factor.
we can exploit this by using certain items and passives that trade damage for a defensive or utility type effect or trait.

SUMMONS: imo 3x parasite, 2x livor mortis, 1x hunting swarm (shadow)
-2x livor mortis with generational grief, ailment chance and 2pt attack speed mod will give you the survivability you need and a few extra curse stacks past 30 cap.
-parasite gives you sustain, stronger minions, and a way to generate hp and globes in dire situations while still applying curse against bosses. ONCE YOU HAVE YOUR DESIRED MINIONS DO NOT KILL TRASH MOBS WITH THIS SKILL, if you kill em with it your minion(s) will be replaced.
1x hunting swarm with the mod tactical manuever. using focus fire gives ALL your minions what seems to be a 100% attack speed bonus for roughly 4-5 seconds, the description of this mod is wrong (put this on your right click and tap it every couple seconds to double your minion damage output.

+most enemies are absolute trash as parasite mobs, here is a list of setups that work ranked SABC etc (keep rerolling mandates to find your summons)

S-tormentors : (not frost tormentors, just tormentors) they spam and i mean spam a high damage massive aoe (somewhat rare)
S-tainted primordial armor : their ai is a little derpy but the sheer volume of sweep attacks combined with their survivability does work well (common)
A/B-omega female svrir/purifier heavy infantry (actually put out some modest single target primarily used as replacements for dead TPA's) (common)
C-wallbreakers, frost tormentors, Spitters (common)
Meme tier- 9x bears (rare)
F- everything else
+a mix between 1 Torm and 6 TPA works well, TPA have much much higher single target dps than TORMS but have the possibility of dying if they get to much focus, you have to drag em around a lot to get the most out of em. TORMS clear really really well and have high survivability but lack the single target damage that TPA's bring.
if you are planning on going 170+ i highly recommend you just use 9xTPA initially and pick up 1 tormentor if you happen to come across them. stacking tormentors is amazing for clear speed but their single target leaves something to be desired past 170
-tainter primordials can be found commonly on any anankis template, regular tormentors can always be found on any non cold looking undead/spider mix template.

-setup parasite 1 to steal hp and apply curse for bosses(ailment chance, minion resist, chance to spawn globes), 2 rust drinker and damage nodes with minion resist, 3 minion resist, rust drinker and leech for uh oh scenarios when you need hp quick. all 3 need to be shadow converted. you will primarily be using autoattack to generate rage and spread ailments

all in all summoner builds scaling is harshly gear and coin reliant
here is my current passive build that makes use of everything stated above, you will need to dump the majority of your points into toughness and the rest into wisdom (with a 2h you should be able to hit around a 50% curse ailment chance on auto attacks) hope this helps.

https://share.wolcen.dev/s/mpOEehbMJC

if you have any findings or skill interactions worth mentioning please share your insights.

EDITS:
-traded 1 livor mortis for hunting swarm b/c double attack speed all summon buff
-updated passive tree to incorporate dawns pious striker for execute on auto attack/block counter (shadow/sacred/physical 2h req)
-added in shadow call(s) to increase curse application against groups
-primarily use autoattacks to generate rage, dropped rage generated on hit taken nodes
-respecced parasite 1 to create globes as well


edits increased damage output by about 120%

(Edited 1 year, 10 months ago)

Created: 1 year, 10 months ago

any vids?

Created: 1 year, 10 months ago

any vids?

Skeksis Original Comment

no. but i did just change up a few more things, plowing through 180's now, ill edit my previous post to reflect those changes for reference as to current strength i can complete a 187 sarisel run in around 4-6 minutes.

(Edited 1 year, 10 months ago)

Created: 1 year, 10 months ago

Good day to you, exile.
I found strange summoner skills behavior.
Using 3 skills: Hunting Swarm, Livor Mortis and Feeding Swarm.
Both of them has reduced cap of HEALT of summons each time I got level up.
Is it ok?
Cause of this makes usless to play as summoner.
At 45 lvl i had 5500 hp of Hunting Swarm unit.
At 55 lvl it became 3300 hp per unit.
If this goes on, then by level 90 (hypothetically), HP scale will drop to -5000 health and enemies will heal by one-shot my units? ) haha
Maybe i do not understand some mechanics of this game. But it is really normal?

P.s. sorry for my English ^_^

Created: 1 year, 10 months ago

Hi,
I have a question about sentence you've write:

-only the weapons BASE damage will affect your minions damage, spell damage and attack damage will not affect it nor will any increase OR DECREASE to the line "weapon damage" in your character stats screen; the average damage displayed on your weapon is the only factor.
we can exploit this by using certain items and passives that trade damage for a defensive or utility type effect or trait.

what do you exackly mean - "weapon damage" because in ChS your damage is afected by gems you put into 3x socket 1 and your weapon dmg rise not only average damage. Maybe you mean "Total damage" presented on weapon sheet?

I'm really lost what really giving my summons damage.

Created: 1 year, 8 months ago

Hi,
I have a question about sentence you've write:

-only the weapons BASE damage will affect your minions damage, spell damage and attack damage will not affect it nor will any increase OR DECREASE to the line "weapon damage" in your character stats screen; the average damage displayed on your weapon is the only factor.
we can exploit this by using certain items and passives that trade damage for a defensive or utility type effect or trait.

what do you exackly mean - "weapon damage" because in ChS your damage is afected by gems you put into 3x socket 1 and your weapon dmg rise not only average damage. Maybe you mean "Total damage" presented on weapon sheet?

I'm really lost what really giving my summons damage.

yacek Original Comment

socketed gems will not increase damage, strictly the average x-x damage displayed on the weapons tooltip when you mouse over it. searching the trade discord for a high average damage weapon (not dps) average damage id a good route to take, i managed to craft mine. there isn't a way to get an exact number for your minion dps but i did A LOT of testing and that is the 1 and only thing on your weapon that will affect them. id recommend socketing something for your status ailments.

(Edited 1 year, 8 months ago)

Created: 1 year, 8 months ago

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