The following would be the foundation for a Poison Summoner of such uses:
http://www.hellgateaus.cyou/planner/#Summoner,55,50,1,v1.0000101a0a001100115008000000000737010For those using incompatible browsers or in case the link malfunctions in the future, here is the build with some elaboration.
The build takes a cast set of 2 Masters of the Dark for granted, see
"Gear" below for further details.
-10/10 ForceThose are incredibly resilient, making them valuable tanks. Their massive number is also of much use in their role of attracting attention.
-1/10 SpectralAnother resilient melee Elemental, this one can be efficiently used in tandem with Brom's Curse due to striking with an AoE. Added points are not recommended due to the high phase defense of most mobs in end-game.
-10/10 ToxicThose will provide the most damage out of the available Elementals, and have a handy poison debuff. Furthermore, causing fields when attacking also works well with Brom's.
-1/10 Elemental Nova, 1/5 Master of the ElementsElemental Nova is a prerequisite, but possible boosts from +1 AS helms or foci may reduce the cooldown enough to make it useful in combat. Master of the Elements is invaluable for power efficiency, and can be further boosted through similar means and/or a cast set (see
"Gear").
-1/10 Summoning Circle,5/7 Summoning EmpowermentThe former is a prerequisite. The latter boosts the Warper's survivability immensely, and additionally reduces the Warper's resummon timer.
-8/10 WarperThe build's main minion, provides a great overall damage boost and can phase enemies respectably well.
Note: The Warper does
not stop providing bonuses beyond the 4th point invested in the skill.This rumor started in the t3 forums,as someone observed that on their character.Said player had multiple +minion damage properties on gear,and thus after hitting the hard cap they would get no additional benefits.It is not an issue of the skill itself,but rather one related to the damage cap.
-1/6 Blood LinkCan be boosted through the aforementioned means, and even a 3/6 through the cast set provides a useful emergency spell.
-7/7 Venomous SpiritOne's spam skill, needs to be maxed for maximum damage output. Fear strength is increased as well, but fortunately mobs/bosses in Hell have enough resistance for it to not become too much of an issue.
-3/7 Venom ArmorPrerequisite. Not maxed as it doesn't measure up to the Evokers' respective spell, and thus cannot be used as a constant buff. That aside, one may make use of the armor boost but added points would be better invested elsewhere.
-7/7 SwarmOne's most often usable AoE, maxed for maximum damage output and radius.
-1/10 Zombie FormPrerequisite for the ability to dual-wield.
Optional skills to get through foci, Set legs, added skillpoints or skillpoints saved from the main build through a +1 AS helm:
-Brom's CurseGreat asset as regards survivability, and a useful skill for entire parties.
-Elemental DrainHandy self-buff and enemy debuff for the entire party to take advantage of.
-BlinkPanic button, 2 points suffice to make it a lifesaver.
-Spectral StrikePossibly the best minion-oriented damage a Summoner can get, perhaps excluding the Reaper (who is not included in the build due to inconsistency and unreliable AI).