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Viable Summoner Builds


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#81 John Stryker

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Posted 07 December 2015 - 09:34 AM

Myd summoner has 2 x erll, 2 x erml, and ssrm6(1.5).
My prime summoner is erppc, 2xerml, lrm15a(3.5)
My b summoner is 2xlrm20(5) 3x srm6(4)

#82 Icewraith

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Posted 13 December 2015 - 09:58 AM

(Using D Omnipods for weapon hardpoints)

Gauss in side torso under cockpit, 2x medium laser in each arm (with actuators), ammo, armor, and 1x heatsink, targeting computer, or active probe, your choice.

Super-nimble, easy to hit with the Gauss since it's literally under the cockpit, articulated arms make lights easier to handle, the Twolf can do this with an extra laser but the Summoner can actually get off the ground and shoot over things. Heats up eventually but cools down pretty quick. Started playing again after a long time off, my technical troubles appear to have vanished, and this thing started working for me.

Edited by Icewraith, 13 December 2015 - 09:59 AM.


#83 Archie4Strings

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Posted 17 December 2015 - 06:44 AM

i love my summoner more than any other mech! Maybe its just the look and the good old times of tabletop...
Anyway:
3 best Loadouts i was/am playing
1 - Gauss and 4 ER Med Lasers
2 - UAC10 and 4 ER Med Lasers
3 - 5 SRM6+Artemis and around 7,5 tons of ammo (this one i tried yesterday the first time and in the worse match i think i had more than 300 dmg, average was more around 450-500)

#84 Ingga Raokai

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Posted 17 December 2015 - 09:24 AM

3x UAC2, 4xUAC2 ammo, 2 ERMedLas. mini DAKKAAAA.... though a lot of people backed of as they get shot with, funny looking at it.

Come to think of it, that'll be 6 dmg per 0.8 sec...

#85 Cabusha

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Posted 17 December 2015 - 09:40 AM

Best build lately has been 2xLPL in RA, 3xSRM4 in LA and LT.

#86 Dagorlad13

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Posted 18 December 2015 - 01:01 AM

Summoners are great, they can tank damage like crazy, survived a match at 9% once (wish I had a screen shot of that)!

...Also, all of you IS Surats should stop using Summoners (or at least call them Thors)!

Edited by IronClaws, 18 December 2015 - 01:02 AM.


#87 General Solo

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Posted 08 January 2016 - 06:57 AM

This last week I've been running a trolly build with surprising results
Narc (torso) plus 4 x LRM10's (arms) and have been popnarcing with it.
Ridiculous fun, and quite effective in the solo queue.

I have the narc module enhancements plus the narc quirks that come with the summoner.

I use my seismic to determine if an enemy is on the other side of a rise.
Then I popnarc them and then backup a bit and make rain.
Always narc and kill the ECM mechs first.

My team usually notice my Leet popnarc skillz, and help me out with close range encounters, as I have no back up weapons.

I never said it was meta.

#88 8mmspikes

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Posted 18 January 2016 - 11:50 PM

SMN-D - UAC-20. 2 MPL. 6 tons of ammo

This build is a crazy fun skirmisher. The SMN-C left arm has great UAC quirks with +10% Ballistic cooldown +10% UAC Velocity -30% UAC Jam chance. That - Jam chance means you rarely have jams and can keep spitting hot lead at the enemy mechs all day long. Use the Summoners maneuverability to get into favourable positions around the enemy, engage mechs within 500m and double tap all day long. If you land both double taps + the MPL thats a quick 56 damage, mean stuff. Use the left side to shield as much as possible, because if you lose that right torso you are done.

Posted Image

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Edited by 8mmspikes, 19 January 2016 - 01:34 PM.


#89 Aeon Veritas

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Posted 19 January 2016 - 01:18 AM

Quote


Looks nice. To min/max further you should consider to use the D-variant chassis.
It got the same quirks as the C and additional +9° Torso turn angle (yaw), which is quite handy for the torso mounted main weapon.
Depending on your preferences you should consider the D or B legs.
D legs are tankier with +22 armor, but B legs have +15 structure and +2,5% reverse Speed.
Prime and C legs got only the +15 structure...

Further i would enable both lower arms to better chase off lights.

#90 8mmspikes

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Posted 19 January 2016 - 01:35 PM

View PostAeon Veritas, on 19 January 2016 - 01:18 AM, said:

Looks nice. To min/max further you should consider to use the D-variant chassis.
It got the same quirks as the C and additional +9° Torso turn angle (yaw), which is quite handy for the torso mounted main weapon.
Depending on your preferences you should consider the D or B legs.
D legs are tankier with +22 armor, but B legs have +15 structure and +2,5% reverse Speed.
Prime and C legs got only the +15 structure...

Further i would enable both lower arms to better chase off lights.


Edited the build with your suggestions, thanks ^^

#91 oranjinke

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Posted 26 January 2016 - 12:44 AM

Using this in CW as the last/3rd drop http://mwo.smurfy-ne...f80b3bf1b47aeb8
found that 4 cERML (2x each arm) is useless because of very low hardpoints (AND it is very hot and you cannot put more heatsinks), plus summoner can be a jumping popstar (lol), so i decided to remove all weapons from left arm and use it for shielding only. Average results: 600-700 damage





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