Weapon & switch for summoner (fishymancer)
I've been reading on summoner build, also known as fishymancer and decided to replace my hammerdin with it. I've settled on a variation of build I think I'll like (dropping the "extra" points to iron golem & boosting some curses, also putting 1 point to skele mage.) 1 point to mage for poison skeles to stop ybers regenning (planning to use this char for yberrunning too.)
However, I'm torn on the matter of weapon. As I gather it'd be optimal if I'd summon my army using arm of king leoric, then swith to beast and use hoto on switch for teleporting. On this setup I'd be skipping CTA completely, which i gather would be the the best compromise. The pairs would be
1. beast + homonculus
2. hoto + something, dont know yet
I'm just not satisfied just yet. I have understood that from the lvl9 fanat aura, my minions would only get half the efficiency, and I'm not sure if it's worth skipping the fcr from hoto. Also, using aokl on "manual switch" sounds really tedious.
My question is; would I be missing much, if I'd just go
1. hoto + homonculus
2. aokl + something
I'd like to hear your opinion, with backing it up too so I understand how much I'd miss or wouldn't miss if I skip beast totally.
The rest of my eq will be in the lines of shako, mp enigma, sojs, war travs etc, also putting infinity to merc.
Another matter I'd like some heads up is this; how often does Iron Golem just disappear in bnet? Planning to use insight for Iron Golem.
Thanks!
-s