Originally Posted by error3
I actually like a low-wits Conjurer....

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.



I like how our different aproaches have lead too such different results - unlike you I use my summons as disposable objects to mitigate the damage done vs my party members,I put them in positions where they get destroyed first so that the high damage abilities of opponents get burnt on the summons.

To be more specificaly I consider totems to be good at blocking the range of arrows and lighting bolts, but are not as good as preventing oponents from geting close to your backrow and the exact oposite applies to the incarnate, which I deem bad for blocking arrow and spell paths because of it's high cooldown in combat.

With my backrow conjurer I used Loshe as the base and replaced dimensional bolt with rain and have strugled at times with placing the totems in such a way to get most value from them,but have mananged to compensate with being able to summon a water infused incarnate to act as a obstacle vs enemies who try to rush my backrow guys and apply some healing as well.