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"Summoned help - only one group?"

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emeraldFN (29 posts) Click to EMail emeraldFN Click to send private message to emeraldFN Click to view user profile Click to check IP address of the poster
Feb-20-09, 12:22 PM (Pacific)
"Summoned help - only one group?"
Just for fun I let all characters hide and summoned some help with various spells ("for fun" - it was SPOT I was fighting). The result left me wondering. Is there only one spot (sic! or better, slot) for summoned monsters? The other spells seem to fizzle. I haven't done this before. I have always thought it is best to strike as hard as you can at the enemy!
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sphynx (14 posts) Click to EMail sphynx Click to send private message to sphynx Click to view user profile Click to check IP address of the poster
Feb-21-09, 01:04 AM (Pacific)
1. "RE: Summoned help - only one group?"
Correct, you can only have 1 group summoned at a time, even if it's from various casting classes. So once you have a summon, that's it.
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emeraldFN (29 posts) Click to EMail emeraldFN Click to send private message to emeraldFN Click to view user profile Click to check IP address of the poster
Feb-21-09, 08:35 AM (Pacific)
2. "RE: Summoned help - only one group?"
Thanks. Now I have to find out, are summoned creatures worth using or is that just one missed chance to cast a kill-them-all spell. What do others think?
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Ravashack (6 posts) Click to EMail Ravashack Click to send private message to Ravashack Click to check IP address of the poster
Feb-21-09, 12:54 PM (Pacific)
3. "RE: Summoned help - only one group?"
LAST EDITED ON Feb-21-09 AT 01:04 PM (Pacific)

Depends on what you like. Hitting level 6 or 7 is usually preferrable.

Create Life has the most durable level 7 summon, the Godzylli. Who does occasionally breathe fire but is great for stomping on things as a regular attack.

The Illusion level 7 summon is probably the least useful unless you summon in regular battles a lot. The Fantasmagora tosses out Death a lot if I remember correctly.

I've forgotten what Conjuration gave (was it a Fiero?), but I know it pops out a Myxlmynx at level 6. They're fun allies.

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Sir Blue (16 posts) Click to EMail Sir%20Blue Click to send private message to Sir%20Blue Click to view user profile Click to check IP address of the poster
Feb-22-09, 03:35 AM (Pacific)
4. "RE: Summoned help - only one group?"
I alway found summoning spells quite useful, because they bring you two advantages:
First, a target dummy that draws monster attacks away.
Second, a kind of long-duration damage spells.

Of course it depends on strategy and towards the end you won't need them.

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sphynx (14 posts) Click to EMail sphynx Click to send private message to sphynx Click to view user profile Click to check IP address of the poster
Feb-22-09, 06:37 AM (Pacific)
5. "RE: Summoned help - only one group?"
When fighting tough creatures, be it a group or a mega-target, the enemy has a 50% chance of attacking either the party, or the conjuration. It's nice to have full rounds where you pumping out damage, and not taking any. Specially against Gorrors. I use the Conjuration spell in pretty much every fight that isn't a cake-walk fight.
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emeraldFN (29 posts) Click to EMail emeraldFN Click to send private message to emeraldFN Click to view user profile Click to check IP address of the poster
Feb-23-09, 11:34 AM (Pacific)
6. "RE: Summoned help - only one group?"
The Godzylli stomped the Dk Savant vision in the Witch Cave to death (60 + 70 damage)... I'll keep your answers in mind, when fighting small groups of tough monsters. But hordes of Rattkins or T'Rang will fall to level 7 mass spells which all but my Faerie Ninja know by now.
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sphynx (14 posts) Click to EMail sphynx Click to send private message to sphynx Click to view user profile Click to check IP address of the poster
Feb-24-09, 01:16 AM (Pacific)
7. "RE: Summoned help - only one group?"
Yeah, don't use them for hoardes. That would be pointless.
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