Tier 4 Master Summoner Build Guide
Last Updated:November 12, 2024|Changelog
Welcome to the Tier 4 Master Summoner Build Guide! This build enhances Summoner's identity, Ancient Elementals. It plays like a builder-spender class, where you use certain skills to generate Ancient Energy, which is then consumed to summon powerful Ancient Elementals 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.
- Non-positional gameplay
- Ranged
- Easy to learn
- Poor mobility
- Low defense
- Requires raid knowledge
- If you're unsure when to transition, our Ark Passive Breakpoints guide could help you decide whether you should return to the Tier 3 Guide or continue.
- Want a more fast-paced and dynamic playstyle based on her Summons? Check out our Communication Overflow guide.
- For more information on some of the systems that make up your build, check out the guides below:
Builds
Skills Setup
- Electric Storm, Water Elemental and Steed Charge are your main Ancient Energy generators.
- Ancient Spear and Earth Collapse are damage skills that also generate some Ancient Energy.
- Maririn is a damage filler skill which also helps you upkeep adrenaline thanks to its active skill.
- Shurdi is your Crit Rate self-buff as well as Mana regeneration party Synergy.
- Sticky Moss Swamp is your Defense Reduction Synergy skill.
- Water Elemental is also your Counter skill.
Skill Setup
- 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.
Recommended Engravings
- Preemptive Strike
- Contender
- Raid Captain
- Cursed Doll
- Magick Stream
This build is optimized and meant to be used only in Kurzan Front. For Ebony Cube please use a Raid build.
Identity & Gameplay
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 you 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
Animation Cancelling
While this isn't exactly unique to Summoner, she has several casting skills with long animations. With specific skills that display a small blue telegraph when pressed, you can cancel the last frames of said casting skills, instantly starting the next one and speeding up your cycle. This is specifically used to cancel Ancient Spear's long animation. The skills you will often use to cancel the animations of each other are:
Rotation
Rotations aren't strict, as you will generate Ancient Energy and instantly dump it with Akir, cycling through available skills at the moment. Regardless, there are some useful combinations to learn to make the best use of burst windows or to start a fight.
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.
- Sticky Moss Swamp can be pre-casted if you know the position the boss will appear in. It lingers for a while and applies Synergy for 16 seconds.
Empty Ancient Energy Triple Akir Opener
- This opener assumes you start with no Ancient Energy whatsoever. Your three Akir casts fit inside a Atropine Potion window buff, as long as you use it right after the first Akir cast (before it explodes).
- This works because Electric Storm lingers and Bagron's Wrath fills your Ancient Energy roughly 180% across multiple hits, so Electric Storm will fill the missing 20% before the last hit of Bagron.
- You can also use Mariposa after the first Akir cast.
Full Ancient Energy Triple Akir Opener
- This opener ensures that your first three Akir casts fit inside a Atropine Potion buff window, as long as you use it right after the first Akir cast (before it explodes).
- This works because Electric Storm lingers and Bagron's Wrath fills your Ancient Energy roughly 180% across multiple hits, so Electric Storm will fill the missing 20% before the last hit of Bagron.
- You need to animation-cancel Electric Storm with your first Akir, and Ancient Spear with your third Akir.
- You can use Mariposa after your first or second Akir, if available.
- Remember to have Shurdi up for the entirety of this combo.
- Apply your Synergy with Sticky Moss Swamp beforehand.
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
Engravings
Engravings are a core part of your build. You can equip up to five at a time, freely swapping between them.
Recommended Setup
- Grudge
- Keen Blunt Weapon
- Adrenaline
- Cursed Doll
- Hit Master
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
Elixir
The recommended Elixir Set for this build is Critical.
Credits
Written by Sekwah
Reviewed by Perciculum