But it's good info for someone out there who want to make a spin and play around their summons more. Why wasn't any of this ultilized in the main build? It's too much of a hassle and there isn't enough AP around to fully babysit the summons unless you go for a Lone Wolf approach. Supercharging the Summon will boost it damage, and it multiply on spells, making that all-out attack combo spike even better. Hasting him is also useful, with 5AP the Incarnate can dish out the Source attack and one other skill in the same turn. If wanted, your summon can be Enraged to deal crit damage on his regular attacks, but like a normal character would, his spells will be muted so make sure he got them spent first.
Things that make your Summon better but not included: one only could multi-task so much with just a few AP. The Pawn grants free movement worth of 1AP each turn, so she can get into position and tagging her allies without using any AP, saving them for casting actions only. The Pawn: Having many aoe/aura buffs, it's important for her to be mobile and position herself correctly as well. Being first as support, she can start granting buffs to her allies / summons before they popping off on their turns and setting up debuffs on enemies. Ideal Party Initiative Order: 1st place or 2nd place. If the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere like more Geo/Pyro in the end where it could make your buffs more potent. Because the main stats for the build are CON / WIT, prioritizes whatever gear type available that gives the character +Summoning and invest STR / FIN / INT accordingly to that. Level 18: 29 WIT, 3 Poly, Bigger and Better. Level 13: 16 WIT, 1 Scoundrel, The Pawn. Level 9: 21 CON, 19 Memory, 9 Summoning. Level 8: 20 CON, 18 Memory, 8 Summoning, Mnemonic. Level 4: 13 Memory, 14 CON, 4 Summoning.
Level 3: 12 Memory, 3 Summon, All Skilled Up. Level 1: 13 CON, 1 Summon, 1 Pyro, Torturer.