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Tier 3 Master Summoner Build Guide

Last Updated:November 5, 2024|Changelog

Welcome to the Tier 3 Master Summoner Build Guide! This build plays around enhancing Summoner's identity, Ancient Elementals. It plays like a builder-spender class, where you use certain skills to generate Ancient Energy which is used to summon powerful creatures for damage or utility.

Due to the variety of creatures, Summoner brings a lot of Destruction and Stagger to a raid. It also provides Defense Reduction Synergy.

Pros
  • Non-positional gameplay
  • Ranged
  • Easy to learn
Cons
  • Poor mobility
  • Low defense
  • Requires raid knowledge

Want a more fast paced and dynamic playstyle based on her Summons? Check out our Communication Overflow guide.

Builds

Raids
Chaos Dungeons
Use the Scroll Bar to see Skill Point Progression

Need some tips for general content? Check out our Guardian Raids and Abyssal Dungeons guides.

  • Water Elemental is your Counter skill and one of your main Ancient Energy generators.
  • Sticky Moss Swamp is your Synergy skill.
  • Ancient Spear is your most damaging skill outside of Ancient Elementals. It also generates a good amount of Ancient Energy.
  • Electric Storm and Steed Charge generate high amounts of Ancient Energy.
  • Earth Collapse is your second strongest Normal Skill, also generating a decent amount of Ancient Energy and dealing Destruction.
  • Shurdi is your Crit Rate self-buff. It also increases party MP regeneration thanks to its MP Recovery tripod.
  • Maririn helps you maintain Adrenaline stacks and proc Quick Recharge with its extra ability.
  • Bagron's Wrath is used because of the big amounts of Ancient Energy it generates.

Check the Rune Guide for more details on Runes and how to obtain them.

This build is optimized and meant to be used only in Chaos Dungeons. For Ebony Cube please use a Raid build.

  • Most of your skills have good AoE.
  • Maririn is used to draw attention of enemies
  • Steed Charge generates a lot of Ancient Energy, allowing you to spam Phoenix for AoE damage.

While you can freely experiment with any engravings you want for this content, here's a recommended setup, based on the Engraving Support system:

  • Preemptive Strike causes your attacks to deal immense amounts of damage to monsters that you haven't attacked yet, making it ideal for Chaos Dungeons.
  • Contender is a stacking Attack Power effect that increases in strength once you kill a monster, making it ideal for Chaos Dungeons.
  • Raid Captain provides damage based on your Bonus Movement Speed, synergizing well with the Buff Nodes scattered throughout Chaos Dungeons.
  • Hit Master provides an unconditional damage boost to your skills, as none of the important ones have a positional affix.
  • Master Summoner reduces the cost of your Ancient Elementals by 1 orb, making it easier to spam them.

Gameplay & Skill Rotation

This build focuses on quick bursts of damage. Skills like Akir and Ancient Spear are the main sources of damage, also bringing a lot of utility.

Learning what each Ancient Elemental does and when to use them is what defines a good Master Summoner. Her non-positional playstyle gives her freedom in the battlefield, but her lack of mobility and long animations can lock you in place for a while.

Her identity consists of 7 "Ancient Orbs", also called Ancient Energy, and 5 different Ancient Elementals. You cycle through your Elementals with the X key, and you cast the desired one with the Z key (by default).

  • Osh: Costs 3 Orbs. Deals Destruction and low damage.
  • Alimaji: Costs 4 Orbs. Deals Destruction, Stagger and decent damage.
  • Phoenix Costs 5 Orbs. Deals Destruction and decent AoE damage.
  • Jahia & Ligheas: Costs 6 Orbs. Deals max Stagger and creates a Shield on you.
  • Akir: Costs 7 Orbs. Does decent Stagger and very high damage.

Summoner Identity

Summoner
Ancient Elementals, Ancient Energy

Master Summoner provides Damage and Crit Rate to Normal and Ancient Elemental Skills. It also enhances her identity summons by providing more utility, AoE and Damage. Additionally, it reduces the Ancient Orb cost of each Elemental by 1.

Basic Rotations

Pre-Summons

  • You want to pre-summon Shurdi for Crit Rate and MP Regen buffs, and Maririn for Adrenaline stacks and some damage while you start your rotations.
  • Keep them active and refresh them when they expire, unless you know the boss is going into a mechanic or a big downtime.

Opener with no Ancient Energy

  • The core concept of this rotation is when you start with 0 Ancient Energy, you utilize Sticky Moss Swamp to apply your Synergy. Then use your Ancient Energy generators and Akir to consume your meter.
  • Remember to use Earth Collapse to cancel Electric Storm's animation.

4 Akir Burst Rotation (Full Ancient Energy)

  • Since Akir's damage is delayed you need to be aware of boss patterns and phases to avoid missing it too often.
  • Bagron (Awakening) will help you fill your Ancient Energy almost twice, and having Electric Storm in place will help generate the remaining energy needed. Remember that Bagron is actually 2 hits, meaning you have to be fast to pull the combo off and not waste any Ancient Energy by quickly using Akir.

Other Rotations

  • Outside of your Akir combos, you don't have a "set" rotation so you prioritize skills in a way that maximizes your meter generation.
  • You constantly utilize Sticky Moss Swamp to apply your Party Synergy, and Akir to consume your Ancient Energy.

Animation Canceling

or

or

  • Ancient Spear and Electric Storm have long animations after the skill is actually launched, so you can do a small trick to cancel the end of those animations with any of the listed options. You need to cast the animation-canceling skills right when Ancient Spears/Storm is about to end, so you skip the last bit of the animations.

Stagger Check Rotation

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  • Remember you can also use a Whirlwind Grenade if you have one equipped!

Tripods and Gems

Tripod Levelling

Increasing the level of Tripods greatly enhances their effectiveness. You may only increase the level of 18 tripods at a time. Some of them cannot be leveled at all, or are left at level 1 - these tripods are omitted from the table, even if they are used. Here are the main tripods you should look out for in order to maximize this build's potential.

kill1st Tripod2nd Tripod3rd Tripod
Steed ChargeWeak Point DetectionDestruction Charger
Sticky Moss SwampQuick Prep
Earth CollapseFlame CollapseShakeEarth Manipulator
Water ElementalWater Cannon
Electric StormSwift CastSustain EnhancementGuiding Storm
Ancient SpearQuick PrepExplosive SpearAncient Strength
MaririnAtk. Power EnhancementCharge CommandCommunication
ShurdiShining GrowthStable Shurdi

Tripods written in bold text are your highest priority, make sure to level them first!

For more information on where to obtain Tripod Amulets and how to use them, check out our Skill Tree System Guide.

Gems

Gems are another significant aspect of your build, as they directly impact the damage and cooldowns of your skills. You can equip up to 11 gems at a time. Here are the ones you should focus on in order to maximize this build's potential, listed according to their priority.

Damage Gems

  • Akir
  • Ancient Spear
  • Earth Collapse
  • Steed Charge
  • Maririn

Cooldown Gems

  • Ancient Spear
  • Electric Storm
  • Earth Collapse
  • Water Elemental
  • Steed Charge
  • Shurdi*

* Shurdi's cooldown gem can be dropped for a Electric Storm Damage gem if you are using a Spec-Swift necklace.

For more information on where to obtain gems and how to use them, check out our Gem System Guide.

Stat Priority

This build utilizes Specialization and Swiftness, with a sprinkle of Crit in Bracelet.

  • Specialization is the primary stat. It increases Ancient Elementals damage and Ancient Energy generation.
  • Swiftness is a secondary stat. It provides some cooldown reduction and attack/move speed for comfort.
  • Crit is an alternative secondary stat. It provides more damage but requires higher level cooldown gems.

Standard Setup

  • Specialization + Swiftness
  • Specialization
  • Specialization
  • Specialization
  • Specialization
  • Specialization + Crit

Alternative Setup

  • Specialization + Crit
  • Specialization
  • Specialization
  • Specialization
  • Specialization
  • Specialization + Crit

Gear Set

Hallucination Set

This set is optimal thanks to the large amounts of Crit Rate it provides.

Check out the Gear Progression Guide for step by step instructions and early game gearing.
If you are interested in Sidereal Weapons, click here for more details.

Engravings

Engravings are a core part of your build. Typically, most engravings will be used at level 3, but some can be used at level 1 or 2 in addition to the others, after reaching item level 1540 and unlocking Ancient Accessories.

Relic Gearing Build (5x3)

  • Master Summoner
  • Grudge
  • Keen Blunt Weapon
  • Hit Master
  • Adrenaline

Ancient Gearing Build (5x3+1)

  • Master Summoner
  • Grudge
  • Keen Blunt Weapon
  • Hit Master
  • Adrenaline
  • Ether Predator Lv 1

Engraving Explanations

Core Engravings

  • Master Summoner enhances your Ancient Elementals with different utility, and increases your Normal and Ancient Elemental skills damage and Crit Rate.
  • Grudge increases damage done while also increasing damage received. The engraving is a highly effective damage increase without needing specific positioning, making it worthwhile even with the penalty.
  • Keen Blunt Weapon is a great choice when paired with all the Crit Rate you seek to have.

Add-on Engravings (Pick 2)

  • Cursed Doll is a significant Attack Power increase at the cost of 25% healing. The healing penalty can be punishing for inexperienced players who are not familiar with boss mechanics, but it becomes easy to overcome with time.
  • Hit Master provides multiplicative damage but it doesn't affect your Awakening nor Bleed Rune damage.
  • Adrenaline provides an additional source of Crit Rate and Attack Power. It's used at level 3 when you run a Specialization + Swift necklace.

Level 1 and 2 Engravings

  • Adrenaline at level 1 is usually only chosen in Specialization + Crit necklace builds.
  • Ether Predator provides a ramping Attack Power and Defense buff, but requires you to collect orbs and it takes time to reach its true potential.

Check out the Engraving Guide for more details.

Bracelet

Bracelets provide beneficial effects to yourself or to your party members depending on the rolls they have.

The primary goal is to get the main stats used by this build Specialization and Crit. After that you should be aiming for Special Rolls to get more damage. Please note that this system is heavily reliant on RNG, and you should not expect to get much more beyond your main stats early on.

Optimal Bonus Rolls

Specialization
Crit
Circulate
Fervor
Hammer
Hammer + Wedge

Alternative Bonus Rolls

Precise
Assail
Superiority
Wedge (without Hammer)
Weapon Power
Intelligence

Check out the Bracelet Guide for more details.

Elixir

The recommended Elixir Set for this build is Critical.

Check out the Elixir Guide for more details and general stat recommendations.

Card Sets

Cards are an endgame system that helps maximize your character's damage. Here are the recommended card sets for this build.

  • Deep Dive is used early on as it is fairly easy to obtain.
  • Light of Salvation is the standard endgame option, but it can take a long time to acquire 30-piece Awakening.
  • Kazeros's Legion Commanders is used as an alternative to Light of Salvation, in content where enemies have a weakness to Dark Damage.

Check out the Card Guide for more details on how to obtain cards and interact with them.

Early Game Damage Card Set

End Game Damage Card Set

Credits

Written by Sekwah
Reviewed by Starlast

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