Questions about summon charges

Wambat

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Nov 23, 2004
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Questions about summon charges

I have not yet had the opportunity to use an item that has charges for a summon and I was wondering if I could get some details on this:

1. Does the summon benefit from any of the synergies from normally acquired skills? E.g., will the 16th lvl CG from the stone rune word armor benefit from any points a necro may have in GM?
2. Do charged summons benefit from synergies with other charged items on your character? E.g., will a CG made from the Stone rune word benefit from synergy with the Metalgrid ammy’s IG charges? This is assuming your character has no point investment in either skill.
3. Will a summon derived from a charged item remain with you if you change gear or switch weapons? E.g., would you be able to cast the OS from the HoO rune word, then switch to another weapon and retain the spirit? Or, will an IG acquired though the use of the Metagrid ammy disappear if the ammy is removed?

I know these things can be easily tested using a SP hack, but really don’t have the time to test these things myself, and I imagine there are many other viewers whose time could be well served by answers to this post.
 
When you use a charged item, it works almost like an anti-skill.

Wambat said:
1. Does the summon benefit from any of the synergies from normally acquired skills? E.g., will the 16th lvl CG from the stone rune word armor benefit from any points a necro may have in GM?


2. Do charged summons benefit from synergies with other charged items on your character? E.g., will a CG made from the Stone rune word benefit from synergy with the Metalgrid ammy’s IG charges? This is assuming your character has no point investment in either skill.

No. Charged items do not benefit from synergies. They can be synergistic, but they can't benefit from synergism. (Yes, i make up words.)

3. Will a summon derived from a charged item remain with you if you change gear or switch weapons? E.g., would you be able to cast the OS from the HoO rune word, then switch to another weapon and retain the spirit? Or, will an IG acquired though the use of the Metagrid ammy disappear if the ammy is removed?

Yes. The summon will stay around

-The Giant Turtle
 
Wambat said:
I know these things can be easily tested using a SP hack, but really don’t have the time to test these things myself, and I imagine there are many other viewers whose time could be well served by answers to this post.

Well let me put it this way I have tested them in single player without a hack and without a dropmod or anyother way of getting the items. Just by playing vanilla D2Lod. I would hope anyone on these forums would rather play the game than cheat with a hack.

1) charges gain all synergies of the skill as though the skill was cast from that slvl. so yes you will gain synergy from the skill points in blood golem or golem mastery or what ever.

2) the "charge bug" grants synergy to all types of cast including skills, Oskills, charge, and ctc. so yes wearing metal grid and stone at the same time will grant you iron golem synergies on your clay golem charges.

3)If you have a staffmod or charge item that grants you a skill and while that skill is in use (and is not a timered skill like venom or enchant) that skills summon is directly attached to that item removing that item in anyway will destroy that summon. Also note that leveling up will destroy the summon since skill levels are reran and checked at the level up. I lose my clay golem everytime my elemental druid levels up.

Iron golems will disappear if the amulet is removed, they will also disappear at the level up. Sorry I know how much this sucks.

An added point that you neglected you can prebuff your summons synergy. for example your playing a barb summoner using wolfhowl, stone, metalgrid, bloodmoon, and demonlimb on one weapon switch and wolfhowl, stone, metalgrid, beast, and crescant moon on the other switch. as long as your are casting from the wolfhowl, stone, on metalgrid your summons will gain and maintain their synergy bonuses as casted, so yes you can cast your clay golem enchant him, then switch to your beast/crescant moon cast your dire wolves from wolfhowl and switch back to enchant them, the final switch to beast for the auto aura and away you go, fully synergied and enchanted. Using a warcry/mastery based build to keep those summons protected and quite strong.
 
Do we know if it is possible to use more than one golem or spirit at a time through the use of charges?
 
Wambat said:
Do we know if it is possible to use more than one golem or spirit at a time though the use of charges?

max summons are:

1 golem
1 bear or 3 wolves
1 valk or shadow
revives, skeletons, mages as skill tree lists

charges work as normal skills so those limits still apply. I am under the assumption that you can have a golem and wolves out at the same time, I can't test it out to be sure though.
 
Uzziah, you are correct about the summons. Also, you can have a golem and wolves out at the same time. I do this on my wolfbarb all the time, and then I bo them all just for fun :lol: .
 
I'm playing a summoner archmage at this time and can add to this discussion. My sorc has clay golem, 5 spirit wolves, poison creeper and oaksage spirit with her at all times. In hell, she's expensive, very expensive.

Uzziah, 5 spirit wolves, from cresent moon, can be cast at once.
 
Darkwell said:
I'm playing a summoner archmage at this time and can add to this discussion. My sorc has clay golem, 5 spirit wolves, poison creeper and oaksage spirit with her at all times. In hell, she's expensive, very expensive.

Uzziah, 5 spirit wolves, from cresent moon, can be cast at once.

5 ??? :ponder: there is a limit on the skill itself of 3 wolves, charges use the same function as skills in the game just have a set number of uses instead of mana. it should be 3 so could you explain further??
 
Uzziah you can have up to 5 spirit wolves at one time, but only 3 dire wolves summoned. I think you are mixing up spirit and dire wolves. :D
 
F8AL1TY said:
Uzziah you can have up to 5 spirit wolves at one time, but only 3 dire wolves summoned. I think you are mixing up spirit and dire wolves. :D

Sometimes I am a complete moron I realized that you are allowed 5 spirit wolves or 3 dire wolves I forgot they were at different amounts. its the whole quality versus quanity thing though you want the dire wolves they are as cheap to cast but fight harder.

My fault on mixing the spirit wolves up.
 
Uzziah said:
Sometimes I am a complete moron I realized that you are allowed 5 spirit wolves or 3 dire wolves I forgot they were at different amounts. its the whole quality versus quanity thing though you want the dire wolves they are as cheap to cast but fight harder.

My fault on mixing the spirit wolves up.

In this case having 3 dire wolves from charges would not give you a particularly better fighting force than 5 spirit wolves. Neither wolf is going to do squat by itself after ~ act3 norm; any killing power they have will come from a possible enchantment. In this case you would be better off with the 5 spirit wolves as they will have a higher AR than the dire wolves without synergies.
 
Darkwell said:
I'm playing a summoner archmage at this time and can add to this discussion. My sorc has clay golem, 5 spirit wolves, poison creeper and oaksage spirit with her at all times. In hell, she's expensive, very expensive.

Uzziah, 5 spirit wolves, from cresent moon, can be cast at once.
Cool build :xmad:

So do you like enchant your summons and fight with them? How do you manage all the gold costs? :xx:

- Dennis
 
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