I actually like a low-wits Conjurer.

For an optimal fight, you will already summon and double infusion buff your incarnate before the fight, and maybe 2 Totems too.

The Summons have high-enough initiative that they will almost always be first in the turn order.

By having the summoner go last, there will be no enemies acting between the time you summon a Totem/Incarnate and the time it gets to act (they will be placed 1st in the next turn-order). This is very helpful because your totems will be guaranteed at least 1 attack before they can be attacked or enemies can move away from them.

By giving up on trying to be first, your Conjurer will have several extra stat points to spend elsewhere too. You'll essentially be 1 turn behind enemies, but having several points more stats for the duration of combat is probably more valuable.
This is especially true considering how easy it is to have an Incarnate run in and ranged attack to start a fight. By doing this, enemies will be so far from your team that they will have to use all of their movement just getting in range.

Also, if you're stacking several points of Summoning and regularly reapplying Infusions for the armor bonuses, enemies will have a very tough time killing your Incarnate. The full 10 points of Summoning will double the armors granted to your Incarnate from all sources, in addition to the damage increase.
By pre-summoning your Incarnate you'll also have the Incarnate cooldown back up already the moment they die, if enemies can even kill them, as well as having a second set of Infusion casts ready to immediately refresh any of their lost armor! A Blood Incarnate will be even better at surviving as it gains a large self-heal that doubles as a single-target nuke.

Last edited by error3; 24/05/17 01:05 AM.