Tundra puts it nicely:
This build requires a bit of a foreword here.
I want you to imagine your adorable Mist summon. See how cute and wonderful it is? Bam, you have 5 of them now and they're all upgraded. They are your precious spectral piranha children and you are going to abuse them terribly.
Also about skills, you're generally going to only 3/5 useful skills as a Summoner. There is so much to get that you don't have a ton of SP to throw around.
Shaman Skills:
Summon Mist: Level 5. If you read the title, you should know why this is level 5.
Summon Mastery: Level 2. Obvious.
Regain: Level 1. This is your call, really. I think it's wonderfully useful and convenient. Sometimes it's a lot easier to just kill off your summons while you're waiting for your party or something instead of trying to babysit them. The mana restoration is also nice if you have all 5 mists out and run out of MP.
Dragon Tooth: Level 3. Oh my jesus, dear reader. This skill. This skill is by far one of the most useful skills you'll be able to get. Imagine Multishot. Now give it a chance to poison whatever you shoot. Now make it's cooldown and casting animation perfect so that you can spam it. That's Dragon Tooth. The great thing about it is that you can basically spam it all you like, although you probably shouldn't. It's good for combos, great for damage early on, decent groggy, and is an excellent choice for filler as you're waiting for skills to cool down.
Spell Trap: Level 3. It's good and important, but it's not worth maxing. Summoners just have too little SP to go around.
Stronger Spell: Level 3. I'd probably only get level 1 in this skill, the damage increase is pretty negligible.
Ground Piston: Level 1. Ground Piston/Air Splash isn't really part of my usual combo, I just have it as a pre-req.
Air Splash: Level 3. Pre-req. Also, it's kind of fun to use air splash on mobs your party members have launched. Hey, wanna hit this mob, Fighter? How about I launch it so high that you can't hit it? Mad?
Spike Wave: Level 3. Love this skill. Get used to this skill, cause you'll be using it for a while. If you need to, sleep with this skill. The basic idea here is to set this skill up on a large mob and watch them die. However, there are a few tips I can give you. In F6, you can use this skill as a kind of trap or barrier. Is there a huge mob heading towards the stone and nobody to stop them? Lay down Spike Wave on the stone so not only can the mobs not hit it, they die. Also, Spike Wave's hitbox is a little odd. You don't need to "hit" the mobs with the line of spikes for it to work. If there's a mob on the stone, you can position yourself below it, safely cast spike wave, and Spike Wave will hit everything perfectly fine. It's worth saying that you're probably better off using Air Smash, but still. This skill is REALLY good.
Summoner Skills:
Dire Mist:
Gather! Level 1. Okay, think of your summons this way. You are babysitting a large group of idiot ghost children. If they see something they can hit, they will go after it. If you're trying to get somewhere with 5 summons in tow, you will need this. Try to gather your summons in a safe place where they can't run off and try to bite everything they see.
Adv Summon Mastery: Level 2. MORE MISTS
Air Smash:
Nation Fury: MAX IT. This will increase your damage substantially.
Inferno: Level 3. You'll be using this a lot. Use it in place of Spike Wave when you've got mobs trapped in Spell Trap. Or not, at level 4, it can take care of a whole mob by itself. It'll stun most enemies well enough for you to not even NEED Spell Trap. This skill is also invaluable for bossing, as it can get a boss to Groggy quickly and hit their weak point for massive damage. Cheat on Spike Wave and Air Smash in some kind of complicated harem with this skill.
Area Spell: Level 3. It's okay. You need it as a prereq for Spell Prison. Extra def is nice!
Spell Prison: Level 5. This skill is invaluable. As long as you have it out (at 5/5, its cooldown will match with its duration so you can cast it again as soon as it runs out) anything in its range will end up with a huge movespeed reduction. The movespeed reduction on mobs could be the difference between being able to cast something in time or not. I've also found that it's very useful for Air Smash! Stay on the ground long enough for mobs to get in a nice bunch and be affected by the debuff, then jump in the air and use Air Smash, hitting the whole group neatly.
Edited by zabmaru, 15 May 2012 - 04:14 PM.