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HUv1.7 Summons Strategies http://forum.arimyth.com/viewtopic.php?f=10&t=16788 |
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Author: | Brevan [ Mon Jan 09, 2017 12:16 am ] |
Post subject: | HUv1.7 Summons Strategies |
There are two main types of summon:
Other summons are:
Every summon inherits your +%SpellDmg and -%PierceRes, except Valk, Decoy, Assassin Shadows, and Spirits. For summons that gain the same +HP per level (Spirits, Vines, Shadows, and low-HP summons except SkeletonMage), the +HP mod from BattleOrders, OakSage, and Prayer is extremely effective. This is because those summons gain +%HP per level, so if around level 20 they have around +200%HP then the +30HP of Level 19 Prayer would act as +90HP. For summons that gain more HP with each level (SkeletonKnight, Skeleton, SkeletonMage, Valk, SpiritWolf) those HP are base HP numbers, so look for buffs with +%HP such as OakSage and BattleOrders. For most summons, maxing their level quickly or at least to the end of the current Tier (Tiers end at level 8, 16, 22, and 28) will result in them being stronger than normal. If you spread out your points across 3 or more summon skills, then they might be a bit weak while you level. The cause of this is posted in Homemade Modifications, but would probably only interest Modders. For SkeletonMage, their damage is determined by (SkeletonMasteryLevel + SkeletonMageLevel) / 2, so you can make high-damage Mages if you concentrate on those two skills early, but you might need a Merc or Party to tank for you. SkeletonKnight does not need a corpse, and when it dies it will generate a corpse, so you can use it to tank Bosses if you don't want a tanking Merc. Curses can tank for you too, Confuse, Attract, and DimVision work very well for Trash. For non-Necromancers, you can find wands with +Curse oSkills if you need them. Ask questions if you are having trouble with Summons. They are balanced to be too strong, but I know their AI can be silly so they end up being not too strong. |
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