Game Overview - In the Eyes of a Summoner
Here I will discuss game progession as you play a summoner.
Levels 1-10: Primary focus and concern shouuld be finding a gun with carnagor on it or putting at least 1 point into him and focusing on fie elementals to supplement damage.
Levels 11-20: Here you will casually shift from the carnagor to using more fire elementals to kill the enemy before you loose your elementals. Once you cannot put anymore points into fire elementals put them into Mastery of the Flame. Picking up Spectral early on is also fairly important for early grinding if your not going for a PvP build.
Levels 21-30: The end game will creep up on you shortly so be prepared with a set of at least 2 force elementals to do some tanking and an army of fire elementals with a supplemntary spectral, at least 1 of each of the following: Storm and Toxic. Picking up a Warper will help greatly later in the game, pick him up ASAP and start slotting him for at least 4 by 30. Also, start decideding and putting a few points into you subsidiary trakcs be it elemental drain, summoning circle, or blink.
Nightmare Mode: This should be started at no lower than 28, and usually around 30, preferably not over 30 however. After you get done with Holbrook the fun will start. Go ahead and finish up the quests until it asks you to travel to covent station. Now time for grinding. Grind out a few levels in Garden Market and Bloomsbury (preferably not British Museum). After you hit the general level range of around 32-33 start heading to charging cross and read the next part of the guide below.
Levels 31-40: Starting on your side objectives be it blink, elemental drain, or summoning circle will ensure a smooth ride through Nightmare Mode as you near the finish have at least 1 point into each by the time you hit 30 and clear the game. Clearing the game any sooner than 30 may hurt later leveling, however anything above 28 should have few problems. In Nightmare Mode mobs will jump in levels drastically from train station to train station and will be around 38 by the time you try and hit charring cross and 40ish near green park. Finish every quest you can and get as much xp as you can before moving along, this is where skipping parts will not be acceptable.
Nightmare Mode: More tips for Nightmare Mode. Here you will be around 32-33 hopefully and we can start our work in Picadilly approach. Mobs there should be level 38 or so and now you know why I had you grind out to 32 in Covent. Here we will go back and forth from Picadilly (first stage ~ not circus unless you can handle it) to garden Market then Bloomsburry and rinse and repeat back to Picadilly. Continue this patern until you reach level 35-36. Now you can start to finish up the Green Park quests you should now have saved up. Head to Green Park station grinding along the way anything and every mob in your path. After you get to Green Park head to Savile Row and get to Oxford Circus Station and grab up those quests. Travel back to Charing Cross station and grind in Picadilly, Picadilly Circus and a Step into Hell (inside hellrift). Then grind back to Green Park back and forth until you hit level 36.5-37. Now we will work on those Green Park quests. Once we finish them we will be able to grind in Picadilly and Admirality Arch until you hit level 37.5-38 which we will switch from Admirality Arch to Craven which should have lvl 42 or so mobs. Picadilly even though they are even level offers great XP for some reason so we continue grinding Picadilly, Craven, etc until you get to 39 or even 40. Once we hit 40 we can start working on Mind of 314. Complete Mind of 314 to get to the next stage.
Levels 41-50: By now you should have most of your powers that you really want already put in and probably even 1-2 skill points saved up for the deciding facotr you have not quite made yet. This is fine. By now you should plan on looking into the later powers and seeing which direction you went or want to go and if you have no chosen start thinking because end game is coming very soon. The main ways you can go are Blink, Summoning Circle, Elemental Nova, Elemental Drain, Maxing Demon secondary abilities, among a few others. If you have not decided yet, no worries as you can save up these last few points and still be very capable in end-game Hell.
Nightmare Mode: From the level range of 41-44 I was grinding between Temple Approach, Waterloo, and the general area leading from Charing Cross to Temple Station. No need to start working on quests excessivley because we will start those in a bit. After you knock out 43 and get to 44 you can upgrade and start grinding Waterloo Bridge, Barge House, etc while finishing up as many quests as you can until you hit that road block and need to backtrack. Grind out level 45-46 in the Strand traveling back and forth and once you hit 47 you can continue onwards to the next area. Now once you hit 47-48 grind your way through Monument, specifically in Eastcheap to Temple Palace while visiting the Strand from time to time. Do this until you get to about level 48.5-49 then head to Fenchurch and grind Fenchurch to Aldgate and Eastcheap to Temple Palace. Once you hit 50, you will, well, be level 50...start finishingup the quests, however, fighting level 60's can be strenuous so teaming is your best option here. Find a good guild or team and grind your way to the end game...again and kill Sydonai and claim victory for your character!
(Will become more in-depth at a later time)
Summoner Minion Abilities
Here I will discuss the various abilities your minions get.
Procs = The chance cast an ability. This means that IF an ability, weapon, armor, etc procs it will do the modifier that to which it represents. For example, a chest piece may have a 5% chance to proc needles to do 20 damage to surrounding enemies or a sword may proc to temporarily give the user a buff of 10 stamina for the duration of the proc or in summoner terms the ability to which an elemental will do "special" damage. This special damage comes in the forms of the following:
Special Damage Summary Overview
Fire Elementals - Fire Damage (Ignite)
Spectral Elemental - Spectral Damage (Phase)
Force Elemental - Physical Damage (Stun)
Storm Elementals - Electric Damage (Shock)
Toxic Elementals - Toxic Damage (Poison)
Note: Warper does phase.
Special Damage Defined - (Yes I do have a sense of color)
Iginite: is a proc ability that will take away 5% of the enemies health per tick.
Phase: is a proc that will reduce he target's damage by 50% and will increase your damage by 50%. It used to reduce movement by 50% but they changed that and took it out. QQ
Stun: is an ability that will prevent the enemy from moving, casting, or being able to control thier character while stunned.
Shock: is an ability that will momentarily stun you and will prevent you from using or casting abillities for the duration of the shock.
Poison: is an ability which will prevent the enemy from healing and will takw away a small portion of thier HP per tick.
Important Information: Procs on these abilites Shock, Ignite, Phase, etc do NOT stack. This means that you cannt have more than 1 of any ability casted upon your enemy at any given time. So 2 fire elementals will not dual ignite an enemy taking away 10% of thier total health.
However, you can stack various proc abilities that are different. For example you can cause your enemy to be stunned, ignited, and phased all at the same time but only one of each type of proc can be casted upon your enemy at any given time as mentioned above.
Game Tactics:
For now I can only put out some PvP tactics on the board, but if people would like to help and list a few PvE tactics then feel free. =)
PvP Tactics
#1 - Range is key: Don't try to run in and fight close range if at all possible. Even if you dont have Blink you can still sprint and evade as best you can. See #6.
#2 - Keep your pets alive: Although your life is most important, without your pets you have no damage and without damage you dont have a chance. Keep your Demon alive first and foremost then move down from requirements of how long the re-cast is. If you loose your pets resummon them immediatley and keep a constant flow of damage on your target.
#3 - Gear/Weapon Choice: Your choice in weapons will play a huge roll in PvP. You should try and find weapons that do -Shield as this will be your bane. Also try and find gear that provides +minion damage, and adds to your power pool.
#4 - Pets should be in front! Keep your pets in front of you to take care of damage that comes from weapons and casting. They will get hit leaving you unscathed.
#5 - When firing off Nova make sure the enemy is close by to use it and make sure your elementals are as well.
#6 - There are times when a summoner may effectivley get in range of an opponent to disrupt LoS (Line of Sight) the modifer needed to hit an enemy. This means jumping around your enemy may cause them to loose sight of you and will hinder them in shooting you.
PvE Tactics
#1 - When fighting Lost Ones, the little guys that teleport into you, try and stay behind the walls and inch your way out and if your warper (not sure about other demons) sees it he will proceed to attack it without you being harmed or attacked by them at all. This works wonders in Nightmare Mode where therey add 12 or so together and you die instantly. Remember to stay out of LoS and hidden and have your pets get as close as possible for this to work. Works best in tunnels and I have used this quite effectivley. W00t first PvE tip. More to come!
#2 - "Although fairly obvious, try to stay away from your enemies- let your army do the work and take the hits! Always keep your pets between you and the evil that lurks throughout London". It's a PvP tactic revised for PvE, a good thing is a good thing through and though. ^^
#3 - "Always summon elementals as soon as you lose them- you'll fall behind if you don't and find yourself stuck dealing with that nasty 3 sec wait between bringing each one back out thus losing potential damage and taking the risk of leaving yourself without pets to defend you". This means even further for when your elementals get hit with AoE damage and more than 1 die.
#4 - "As you lose elementals, instead of just summoning them wherever, try to face away from the fight in front of you so that you don't summon your elementals right into the middle of a battle where they could get killed right as they come out. There are a few exceptions to this- Force elementals you probably want summoned into the middle of a battle (maybe spectrals too) and if your elemental nova is up and you have elementals to summon in don't forget you can summon them near combat than hit EM to get all your elementals in on it". This means Fire elementals, storm, toxic, and even the warper should be summoned to the side or behind you such that they dont drop immediatley in battle.
#5 - Priority! If you have to resummon your pets remember priorities. Force elementals first, followed by your demon class pet (exceptions include Carnagor and to a lesser extent Witch Doctor), If your fighting a mob the regenerates health summon a toxic next, if your fighting flying mobs throw out a storm unless your maxed in fire mastery or have a substantial point system into it, everything else will fall into place after that.
Thanks to Chillblain for some awesome PvE tactics!
Frequently Asked Questions:
Here I will try and clear up common misconceptions and answer a few questions that everyone may be wondering or have been asked.
Warper vs Carnagor vs Witch Doctor vs Reaper?
Warper has the ability to do massive nukes but has little health. Essentially this sounds good for PvP, however, if people attack it first then you have to wait before you can resummon. However, the Warper does do phase damage which increases damage dealt while the taret is phased amongst other things. basically the side-effects are really nice and when coupled with the Reaper which does roughly the same DPS, its like having 2 warpers out for even just 20 seconds...thats sick damage. Adds in PvE will get this guy into trouble unless your running quite a few Force Elementals.
The Witch Doctor has the ability to heal with Hand of Nostrum and as survivability is a key factor in any PvP game can come in very handy. As of now the ability is broken, but when it gets fixed I can surmise that it will be very nice. Although you wont have the damage of the Warper, the WD wont go down nearly as ast either which means more bang for your buck possibly. You will not have to worry about adds with this guy, but he wont be able to kill any of those adds anytime soon either.
The Carnagor is your best choice for solo PvE play and will be your best friend until you get force elementals. Not much else to say about this guy. He can tank and with Force elementals you will rarely have to worry about drawing agro. Several people have stated that he is even good in Nightmare Mode with Enrage, I have not confirmed this for myself yet, but I figured I would let you know.
My personal favorite is the Witch Doctor and will be my first build for the reasons explained. Survivabiliy and he wont get knocked out in the first 10 seconds of the battle. The lack of phase hurts but the extra survivability will enable me to do more damage over a longer period of time rather than in short "I hope they dont kill him" bursts.
UPDATE: Warper is better for end game in my opinion where Nightmare Mode is extremely challenging and is about 35% (random percentage) better in PvP. Solo builds will focus more around Witch Doctor and Carnagor for early game leveling (up to 30). I have noticed that later in Nightmare Mode Warper and Witch Doctor become redundant and both become decent late game, I have not yet tested Crnagor late game.
You CANNOT summon the Reaper with any other demon.
Power, Power, Power
Many people are up in arms about power costs. It is indeed a thing to look out for. Key is to balance out your build in a way that it wont hit you as hard. Things to consider are raising Mastery of the Flame rather than just adding an extra 1 or 2 Fire Elemental. Mastery is a passive that wont require power and it bumps up damage by a moderate amount. Balance between Toxic, Force, and Storm. Having 10 of each just wont cut it. Try to find a number that best represents what your trying to do then work from there. I like having more Storms than Forces and about the same Forces I do Toxics. Fire elementals are tricky as they can be combined with Mastery to make bold new dimensions into damage and the game to help balannce power. Dont have enough to run more Storms at your next level? grab up another Fire and wait till next level.
The main thing is to NEVER follow a static build. Builds are just guidlines for you on your leveling process. Following a guide or build too far may end up ruining your build, fun , and experience. The key thing is to have a dynamic build that changes as you change, learn more information, and come to new conclusions.
Blink
Yes, I do have a lot of blink builds...and yes I did give blink a fairly bad rating. Blink is an iffy power that can only be used when you have a sizeable power pool to work from. With all the elementals you will loose a lot of that. You will be sacrificing damage for mobility. If you can get it to work then it could prove to be more effective than an Evokers Blink because we do not need to cast as much to do damage. We can Blink and let out pets nuke at the same time. The key is to watch out for your power pool and manage it with care. Again, it has the potential to be an awesome build, but you have to decide if the sacrifices are worth it. This is from a PvP and a PvE standpoint. Your pets/minions will NOT blink with you, only the Warper can warp "teleport" next to you.
Toxic and Healing
Yes, there is a correlation between toxic and not being able to use health injectors, use healing abilities, etc.
Fire Elementals vs Toxic vs Storm Elementals
Fire elementals are in fact better than storm elementals, and fire elementals are in fact better than toxic elementals. I am unsure about Toxic vs Storm, once more info has been gathered I will update this further. Until then just know that Fire is king of the elementals with only a few slots in Master of the Flame.
Gun Prefrences
Stream guns suck horribly bad after beta. Tentacle guns, & splash guns will be your primary choice for leveling. Jade Hydras provide nifty benefits over most guns such as the ability to summon carnagors, warpers, force elementals among others. Toxic Splash and Spectral Splasjh seem to be best and least resisted at the moment. In PvP anything that does Shiled degedation, immobilize, etc such as Harp Pistols.
Armor Prefrences
Pick up armor with +minion stats, All Atribute stats, Power Pool stats, Willpowr, and Stamina. It is also best to workj around your build, if you have a nice piee of gear you cannot wear changing out other gear for gear that offers the stats feed that your missing may be right up your ally.
+Minion effects elementals AND demons.
How many Elementals can you have out at Once?
As many as your build can support. If you have armor that increases your power pool then its possible to have more than 12 at level 30 and more than 20 at level 50 when combined with Master of the Elements. The 50 projections are rough estimates but, at level 42 it is possible to summon 17 elementals. There is a better explanation of costs above in the Power Cost section of this guide.
Summong Circle
Many have debated over whether Summoning Circle effects Minions in general such as elementals AND demons or just demons. Summoning Circle effects ONLY demons such as Warper, Witch Doctor, and Carnagor and NOT elementals. The power is clearly in the demonology tree i.e. Minion tree and not Mind or Elemental.
http://forums.hellgatelondon.com/sho...12&postcount=4 (Link to Official Post)
Thanks to Ronik for the link and confirmation!
To Max or not to Max!?!
[color=#c0c0c0]Maxing in this case I am refering to maxing out your skill points many have debated on whether this is a good idea or not and it goes both ways. Good in the sense that you are not overly relying on something to give you +1 to all summoner skills or +2/3/4 to whatever skill you need. This means double for when you hit into the next level of 51+ which wil probably be releasing in the not to distant future. However, giving yourself room to work by saving up a spot or two in each skill that you want to max may be of use for when you find that +1 to all summoner skills mind control weapon. This frees up more spots allowing yourself more to work with. The gun is easy to drop and as a summoner we really dont use guns that often or as a main source of damage so using a mind control weapon wouldnt really hurt the class, but more in effect help us as we now have a few extra points to spend somewere else while still having the abilities maxed out. This gives us an advantage against other summoners as we now have the skill points to add into another facet of our build. Both are good so good luck in designing your build!
Brom's Curse
To clarify, Brom's Curse ONLY effects you and will not give your minions any HP back. This works only once every second.
http://forums.hellgatelondon.com/sho...50&postcount=2 (Link to Official Post)
Thanks to Chillblain for the clarification!
Elemental Nova
Will cast a colored ring of smoke around each group of elementals. green for toxic, red for fire, bluish gray for force etc. Anything within that range will be attacked with double damage.
Power Cost:
Numbers represent power cost at level 50! Broken down into each elemental and with Master of the Elements!
Level 50: (No Master of the Elements)
Fire
54 Power used when summoned (deducted from total power)
Spectral
97.2 Power used when summoned (deducted from total power)
Force
75.6 Power used when summoned (deducted from total power)
Storm
64.8 Power used when summoned (deducted from total power)
Toxic
64.8 Power used when summoned (deducted from total power)
Master +1 / Master +2 / Master +3 / Master +4 / Master +5 if you were at Level 50:
1 Point = 1 Point is Master of the Elements, and 5 = 5 Points into Master of the Elements.
Fire
48.60 (with 1 Point in Master of the Elements) - Power used when summoned (deducted from total power)
43.20 (with 2 Points in Master of the Elements) - Power used when summoned (deducted from total power)
37.80 (with 3 Points in Master of the Elements) - Power used when summoned (deducted from total power)
32.40 (with 4 Points in Master of the Elements) - Power used when summoned (deducted from total power)
27.00 (with 5 Points in Master of the Elements) - Power used when summoned (deducted from total power)
Spectral
87.48 (with 1 Point in Master of the Elements) - Power used when summoned (deducted from total power)
77.76 (with 2 Points in Master of the Elements) - Power used when summoned (deducted from total power)
68.04 (with 3 Points in Master of the Elements) - Power used when summoned (deducted from total power)
58.32 (with 4 Points in Master of the Elements) - Power used when summoned (deducted from total power)
48.60 (with 5 Points in Master of the Elements) - Power used when summoned (deducted from total power)
Force
68.04 (with 1 Point in Master of the Elements) - Power used when summoned (deducted from total power)
60.48 (with 2 Points in Master of the Elements) - Power used when summoned (deducted from total power)
52.92 (with 3 Points in Master of the Elements) - Power used when summoned (deducted from total power)
45.36 (with 4 Points in Master of the Elements) - Power used when summoned (deducted from total power)
37.80 (with 5 Points in Master of the Elements) - Power used when summoned (deducted from total power)
Storm
58.32 (with 1 Point in Master of the Elements) - Power used when summoned (deducted from total power)
51.84 (with 2 Points in Master of the Elements) - Power used when summoned (deducted from total power)
45.36 (with 3 Points in Master of the Elements) - Power used when summoned (deducted from total power)
38.88 (with 4 Points in Master of the Elements) - Power used when summoned (deducted from total power)
32.40 (with 5 Points in Master of the Elements) - Power used when summoned (deducted from total power)
Toxic
58.32 (with 1 Point in Master of the Elements) - Power used when summoned (deducted from total power)
51.84 (with 2 Points in Master of the Elements) - Power used when summoned (deducted from total power)
45.36 (with 3 Points in Master of the Elements) - Power used when summoned (deducted from total power)
38.88 (with 4 Points in Master of the Elements) - Power used when summoned (deducted from total power)
32.40 (with 5 Points in Master of the Elements) - Power used when summoned (deducted from total power)
~ Thanks to guildy Steelshanks (XoO) for the info
Conclusion:
I would like to thank everyone that has helped me create this guide including people like Slizarus (XoO), Gibby (XoO), Virus, Sylph, Tel, Ronik, Chillblain, Vorgoz (XoO), and Steelshanks (XoO) who have directly did some Q&A with me about builds. I would also like to thank my guild Xen of Onslaught (XoO) for being very supportive of me while creating this guide. Again this is by no means a definative guide and only represents my ideas/findings. Thank you for reading, feel free to leave comments, rants, ravings, suggestions, questions, etc. I will update this thread as much as I can as I learn new things, until then...see you on the battlefield!
Updates:
v.01 - Basic Formate Layout and Information
v.02 - Updated the Builds section, added tactics.
v.03 - Ability overhaul, many abilities updated with new numbers and comments along with more FAQ.
v.04 - Updated Builds, added NEW Proc Abilities & Game Overview sections and added more FAQ.
v.05 - Added Elemental Power Cost section NOT BASED ON GUESSING!