![divinity original sin 2 summoner build divinity original sin 2 summoner build](https://www.gamersdecide.com/sites/default/files/divlonewolf_1.jpg)
+10% Critical Chance is also nice as well.Įxecutioner – This talent may increase your overall performance because of the extra AP that you gain, but your Incarnate will get more kills than you once you reach Act 2, so it may not be the best investment. Hothead – Because you will be relying on the Accuracy of your character in order to proc Sparkmaster, this Talent can really help to ensure your Whirlwinds hit everything around you, increasing your damage potential. Consider taking this Talent at the beginning of Act 2 or when your Critical Chance hits about 20% ish. Savage Sortilege – This Talent becomes more useful when you have a higher Critical Chance, and is really only used to allow your Sparks to critically strike.
![divinity original sin 2 summoner build divinity original sin 2 summoner build](https://i.ytimg.com/vi/XPDo94nTcgk/maxresdefault.jpg)
I’d recommend Opportunist once you get a bit further in to the game. Mnemonic – This Talent can help to alleviate some of the heavy investment into Memory early on in the game, but you shouldn’t need it later.
![divinity original sin 2 summoner build divinity original sin 2 summoner build](https://staticdelivery.nexusmods.com/mods/2569/images/31/31-1536066138-564584471.jpeg)
Burning enemies lose 15% Fire Resistance, which helps you deal more damage to them. Torturer – Between Ignition and Bull Rush you will be able to set Burning and Bleeding on enemies through their Armor from nearly the beginning of the game. From this point forward you want to take Summoning up to 10 and then focus on Pyrokinetic.Īs far as Talents go I’d recommend the following: Proceed to pump Summoning until you reach Reaper’s Coast where you will place an additional point into Pyrokinetic to get Master of Sparks. Then you’ll place one point into Scoundrel to get Adrenaline, and another point into Warfare in order to gain Whirlwind. Next you’ll place one point into Polymorph in order to gain Bull Rush, followed by another point into Summoning in order to get Power Infusion and Supercharger. In terms of Abilities you will start with one point each in Summoning and Pyrokinetic, and then you’ll place 1 point into Warfare in order to gain Battle Stomp and Sparking Swings. In addition it can set Bleeding, which works well with Torturer. Not the greatest staff in the world, but it’s fire, has two-handed and intelligence. Priority bonuses are Critical Chance and Intelligence, but Two-Handed or a rune slot are also good. A fire staff is recommended, as Pyrokinetic will increase the damage you deal with it, but you can use other types if you cannot find one. Weapon-wise you’ll be using a Staff of some sort. If you cannot get Summoning, Pyrokinetic or Intelligence are recommended. You want to look for Armour with bonuses to Summoning on it first and foremost, in order to reach 10 Summoning as quickly as possible. Unlike the Battlemage, you don’t need to worry about Fire Resistance with this Build because you only use one skill that can set things on fire. The Summoner of Sparks, if points were placed into Strength, can use a mix of Armour types and should focus on balancing their Armour as best as possible. Also consider adding a couple points to Strength in order to be able to use Strength-based Armour. Some points will also need to go into Memory as this Build uses a LOT of Skills early on. Summoner of Sparks Attributes and EquipmentĪs far as Attributes go, you will be putting most of your points into Intelligence in order to increase you damage, but some points into Wits for the Initiative and Critical Chance doesn’t hurt.
![divinity original sin 2 summoner build divinity original sin 2 summoner build](https://www.gamersdecide.com/sites/default/files/divinity-original-sin-2-malady_2.jpg)
The armor bonus is huge and he won't be doing much damage anyway.Start as a Conjurer and change it to look like this. I use my summoner as a support caster and a crowd controller and I've not had too much trouble yet. I've had pretty good luck with that since you can use the incarnate to strip physical armor and then with him and the summoner you can keep one guy locked down for three turns. If you give the summoner 2 points in warfare you can get pheonix dive, battering ram, and battle stomp. If you want to focus on one type of magic after summoning I've had good luck with hydro and with geo. My summoners have 2 scoundrel, 1 pyro, 1 hydro, and 1 geo at least for adrenaline rush, cloak and dagger, haste, frost armor, and fortify. They also heal from the element they are created from. Incarnates do physical damage when summoned from normal ground or blood, magic damage from anything else. Necro is a terrible combo with summoner since you can't use the bone widow and the incarnate and the incarnate is much stronger.įor the summoner just focus on summoning till its at rank 10, pick up extra points with gear if you can.