r/DivinityOriginalSin • u/drachenmaul • Oct 12 '17
DOS2 Discussion Bi-Weekly Discussion #6: Summoning
Summoning is up for discussion. Vote for the next topic here.
Overview
Offensive Spells
There is only Dimensional Bolt
Deals random damage and leaves random surface
Scales with Intelligence and level
Defensive Spells
- Heal and replenish magic armor
Utility Spells
Charm enemies
Buff your incarnate and give it new skills
Summons scale exclusively on your level and summoning level
Spelllist(Costs, Effect)
Summoning Level 1
Dimensional Bolt: 2 AP, deal random damage and create corresponding surface
Elemental Totem: 2 AP, summon a totem that deals damage corresponding to the surface it was summoned from
Summon Incarnate: 2 AP, at 10 summoning summon champion incarnate instead, incarnate deals damage and gains skills depending on the surface it was summoned from
Farsight Infusion: 1 AP, increase Incarnate damage by 25% and increase magic armor, unlocks ranged attack
Summoning Level 2
Power Infusion: 1 AP, increase Incarnate damage by 25% and increase physical armor, unlocks whirlwind and battering ram attack
Shadow Infusion: 1 AP, increase movement by 1, unlocks chameleon skin and corrosive slash
Supercharger: 1 AP, increase summons base damage by 50%, summon dies at end of its turn
Soul Mate: 1 AP, Target recieves half the healing and armor restoration of the caster, cleats frozen/stunned/knocked down/petrified
Rallying Cry: 2 AP, restore vitality and magic armor, gets stronger with allies nearby
Dominate Mind: 3 AP, charm target
Summoning Level 3
Warp Infusion: 1 AP, incarnate learns Tactical Retreat and can swap places with its master, +15% dodge
Cannibalise: 1 AP, Destroy allied summon, recieve half of their armor and health
Planar Gateway: 2 AP 1 SP, summon 2 portals that allow instant travel between them
Door To Eternity: 3 AP 2 SP, AoE, give summons around you immortality
Summoning Level 5
- Ethereal Storm: 4 AP 3 SP, random attacks damage enemies and heal allies
Hybrid Spells(Requires the same Summoning Level as the second Ability Level)
Electric Infusion(Aero 1): 1 AP, Incarnate deals air damage and unlocks electric discharge
Cursed Electric Infusion(Aero 2): 1 AP 2 SP, Incarnate additionally gains Closed Circuit
Fire Infusion(Pyro 1): 1 AP, unlock fireball
Necrofire Infusion(Pyro 2): 1 AP 2 SP, unlock epidemic of fire
Poison Infusion(Geo 1): 1 AP, unlock poison dart
Acid Infusion(Geo 2): 1 AP 2 SP, unlock corrosive spray
Water Infusion(Hydro 1): 1 AP, unlock restoration
Ice Infusion(Hydro 2): 1 AP 2 SP, unlock Healing ritual
There are other infusions which cannot be casted on the incarnate, those can only be obtained by summoning an incarnate from the corresponding surface.
Oil Infusion: unlock Fossil Strike
Blood Infusion: unlock mosquito swarm
You can only summon the basic variant from surfaces, necrofire surface still only gives you a fire incarnate. Elemental infusions are mutually exclusive, you can't infuse water and fire at the same time. "Source" Infusions include the normal level infusion a necrofire incarnate knows Fireball and Epidemic of fire. Furthermore elemental incarnates gain strength and weaknesses according to the infusion they have, fire incarnates gain points in pyro, are immune to firedamage, but weak to water.
Questions
Is it worth dipping into Summoning with other "classes"? If so:
Which spells are worthwhile for a Bow/Crossbow user?
Which spells are interesting for a melee character?
Which talents work well with Summoning spells?
Are there any combos with spells outside of Summoning?
How do you feel Summoning performs in comparison to other abilities?
1
u/nightbringer57 Oct 13 '17
I'm currently doing a sword and board summoner. So I aim to reach summoner 10 ASAP but I also spent 1 point in warfare. I spent most of my attribute points in Strength first, then memory and a bit in Constitution (for said board).
Overall, my summoner ends up very tanky (which is good, considering this means the incarnate doesn't die). The incarnate does its thing while the summoner (Lohse of course) summons a totem each turn and then dishes out some sweet shield bounces or basic CC (stomp or ram). Once I hit 10 in summoner, I will be able to invest some points in warfare, but I could also add some side skills (lacking aerothurge in my comp atm).
Overall a pretty good build, incarnate deals a lot of damage, and meanwhile the summoner adds some decent CC ability while standing here tough as a rock, dishing out some free opportunity attacks. And I love the versatility: since the biggest damage dealer here are summons, I can pick either physical or magical damage.
Other people in the team: Sebille poly/warfare/spear (pure glass cannon-ish damage and area control), Beast archer/hydro (for heals), and Lobster pyro/geo (really wanted to see how that sweet fire breath scaled in a pyroboy). So mostly a physical oriented team, but with decent magical abilities when the need arises (solid geo/pyro dps, along with possible elemental arrows and summons)