I’m a real slowpoke here, still playing and enjoying the game. While my party is doing well in the thick of Act 2, I started musing how it would be interesting to make an all-Conjurer team to see how well summons could do en masse.
The appeal of Summoning is that you get a minion (called an incarnate), who lasts for 10 turns, who’s moderately powerful. You can buff them for melee or ranged attacks. The cool thing about summons is that the element in which you summon them gives them their focus - summon in blood and their attack focuses on physical armor and gives bleeding. Summon them in fire and their attack hits magic armor and sets burning. The incarnates get a taunt attack by default and they get one special attack relating to the element in which they were summoned (blood incarnate gets Mosquito Bite, etc). Other elements work the same way (oil summons set slow and actually ignore all armor). So you can focus your summons however you want. Which is neat. Plus, the taunt means that once the enemy’s physical armor is down you can force them to attack the incarnate (meaning that for the first 3 or 4 rounds of each battle the enemy is mostly just reacting to the incarnate).
As it turns out, though, the key spell for an all Conjurer party is the totem spell. A totem is a summon that’s fixed in place and shoots once per turn. Each Conjurer can have up to 3 totems alive at once (you summon one per turn, only 2 AP per summon). The down side is that they only have around 20 HP so they die in one hit. But since you can summon one each turn, it doesn’t matter a lot if they are killed.
I decided to try an ‘All-Conjurer’ party to see how viable it could be. So far it’s both hilarious and powerful. I’m up to the last battle in Act 1 and have been having a blast with this team. The great thing about the summoning skill is that it scales with points in Summoning, not in one of your primary stats. So as long as I pump Summoning, I can devote attribute points however I want - so I have a guy who specializes in Strength, a couple who specialize in Intelligence, and so forth. Not being forced to pump points into a primary stat means I can put a couple of points into Strength and Finesse, meaning my team can wear most any gear they find. Right now everyone has pretty high regular and magic defense. And being able to summon up to 12 totems and 4 incarnates on the battlefield at once means the enemies frequently can’t even get close to me before dying. Even when someone dashes into the midst of my group I simply teleport them far away and then throw out a few totems. Oh, and did I mention that totems do a great job of blocking paths? So you can funnel enemies where you want or keep them from getting to you by setting up a line of totems!
I’m currently specializing my guys in different magic schools so they each have a little bit of magic to throw out - going to find some AOE spells so I can stand back and throw down some AOE, then dump totems on it, then just keep alive and plink away from afar.
The downside of this scheme is that battles tend to take a while, especially when the game is figuring out the totem turns. Plus you can’t direct the totem attacks; they attack whoever they want to in range. So it’s difficult to focus fire someone down. But it’s certainly been entertaining!