First off, almost 10k views, holy hells. Secondly, summoning is a tight niche to fill. You are better off specializing in one element or school alongside it as opposed to building everywhere. Here was my build, for example.

10 summoning, 5 geo, 5 aero, 1 pyro, 1 hydro. stats were heavy into INT, with 8 into MEM, and 6 into WIT.
typical armament was wand and shield. this build works in a party or lone wolf with some tinkering. Necro is powerful, but unneeded. pyro is for haste/ignition/peace of mind. hydro is for rain, frost armor, restoration. geo for dps, oil spread, entangle, and fortify. Aero is for rain/dazzling combos as well as dps. You could easily allocate 1 point from both geo and aero into poly to get spread your wings, with the extra attribute points going to INT or WIT as you see fit.

As a summoner, you need AT MOST one or two elemental infusions to go alongside power and farsight. the rest is taken up by frost, fortify, restoration. This leaves you with 4 slots for damaging/mobility/control/utility/infusion spells. Remember, as a summoner, your greatest strength is your summon. That monster has 100% increased stats at this point, 200% if a lone wolf. He can, and will, go toe to toe with anything in the game with Zero Fox Given. The Oil Infusion most of all since its immune to slows, aka, the only debuff to ignore armor.

Last edited by Foxy of Loxly; 26/09/17 09:06 AM. Reason: Forgot to add stuff.