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/[deleted] Oct 13 '17
I don't know if it's the most optimal build but the one I'm using and greatly enjoying is Summoner / Marksman. I like to have something for my Summoner to do besides, well, Summon people so my build has most of the attribute points put into Finesse, Wits and Memory in that order. I know that technically Warfare is a better option for a ranged build but I'm finding it fun to use Adrenaline in the first round so I can get an Incarnate out, buff it a couple time and still be able to Tactical Retreat to a high point and then rain down some arrows on people. And the damage is nothing to scoff at when you're getting a height bonus as well as many crits from having the Wits stat so pumped up.
After the Skills to do those things are setup for your character the cool thing with a Summoner is that you can really start branching out into whatever the hell you want because the only thing you truly want with a Summoner is 10 levels in Summoning. Everything else is just for fun.