
The sections are:
) Although, I’ll be honest, I didn’t pick the summoner class because I knew all that in advance. I first played the Summoner because I’m incredibly lazy, and the summoner suits me perfectly. DoTs (damage over time spells) and your pet does all the work! Plus I’ve always liked magic users in games, and the fact that the Summoner is kind of like a mage, but with a slightly darker background, I think is awesome. Death magic, blood-sucking spells, pets to hit stuff for you… What’s not to love!? This post has been edited 4 times, last edit by "Preposterous" (May 3rd 2014, 8:56am)


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This post has been edited 2 times, last edit by "Preposterous" (May 8th 2014, 6:58am)
Acid Bolt: Your basic bread and butter attack in a dps build. Spam this while your DoTs are ticking away on your target.
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Putrefy/Decomposition: Your biggest and best DoT. Keep this active at all times on your target(s) in a dps build.
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Vampirism/Life Tap: This spell got nerfed a few patches ago. It used to be our primary way of getting blood. Then they extended the cooldown to up to 30 seconds, and totally changed the way this spell is used. It’s now a nice extra damage boost in a pvp build, and a few extra drops of blood, but it’s not the essential can’t-leave-home-without-it spell it used to be.
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Blood Injection/Blood Shot: Your powerful instant heal in a FH build. Keep it precast because it’s got a longish cast time. Costs 1 blood drop.
Blood Aegis: Our armour. We’re cloth wearers, so we’re super squishy. But a full 10 stacks of Blood Aegis can boost our armour to even more than plate armour. Each time we get hit it takes away a stack though, so make sure you recast it before it runs out! Costs 3 blood drops.
Fear: Our awesome and iconic cc (crowd control) spell, it’s cooldown can be reduced to 21 seconds with rubies. It’s great for getting those pesky mobs off of you when you really need it, plus it’s good for getting rid of the enemy healer in PVP. 
Dark Pact: Passively generates some blood out of combat, and gives you 5 blood drops in exchange for some of your health.
Plague of Mending: Our AoE HoT (heal over time), it spreads to nearby party members like an infectious plague of loooooove. Seriously though, this spell is awesome in a tight spot where everyone is taking damage. Costs 3 blood drops.
Dark Renewal: Our bread and butter HoT spell, restores a small amount of health every 2 seconds. Good to keep on people who keep taking small amounts of damage, or to keep on the tank as just that little bit extra in a full healer build.
Volatile Infection: Our only AoE damage spell. But it is AMAZING. It works similarly to Plague of Mending. You cast it on one enemy, and it spreads to all the nearby enemies. Once it’s cast, it has an 8 second countdown before it explodes and deals damage to the target it was cast on, and up to 3 targets nearby. So, if you cast it on a group of 4 enemies, and it all explodes on them at the same time, each mob will take the x amount of damage from it’s own spell, plus 3x from the other mobs around him, dealing 4x the amount of damage.
Reanimation: Your single target “oh crap” healing spell. No cast time, no cooldown, and heals based on the amount of blood it consumes, the more the better. Consumes up to 3 drops of blood.
Wandering Fever: Applies a 1m 30s spell on an enemy, that has a 15/20/25% chance to giving the summoner a drop of blood every 2 seconds. At the end of the timer it explodes, dealing a hefty chunk of damage to the target. Consumes a lot of mana though, and can only be cast on 1 enemy. I find it best to save this for bosses.
Aura of Astral Power: Our party buff. It applies a buff to the party you’re in that increases magic damage by 5/10/15%, but decreases your healing by 50%. It’s a must have in a dps build, but don’t try it in a healing build unless you like a challenge. 
Rise From the Dead: Our second life. When we’re killed, we rise again as an unkillable zombie with incredible powers! Not really. But it bubbles us for 6 seconds, stuns us for 3 seconds at rank 3, and has a cooldown of 5 minutes at r3. A must have in any build. I told you how squishy we are, right?
Immunodeficiency: Immediately clears all remaining DoTs on your target, and deals the remaining damage in one big hit, including the final damage from Wandering fevor, although not the DoT it gets from rubies. It’s also fantastic for a quick stun, as it inflicts the final stun from the Neurotoxin ruby, which I’ll talk more about in the ruby section. Higher ranks and better dragon tears decrease the cooldown.
Dark Vigor: Buffs your pet for a few seconds and grants them an extra ability. It gives your hellion a stun ability, gives your lurker a small AoE heal, and makes your cadaver apply a buff to its target that increases acid damage done to the target for the next 3 attacks. Higher ranks decrease the cooldown, and better dragon tears increase the duration of the effect.This post has been edited 2 times, last edit by "Preposterous" (May 3rd 2014, 8:26am)
Blood Tap: Regenerates 1/2/3 blood drops and 5/10/15% of your total mana with every kill you get. Useful in an AoE astral dps build, not so much in anything else as you won’t be getting enough kills to make it worthwhile.
Desecration: Reduces the mana cost of Wandering Fevor, PoM (Plague of Mending), VI (Volatile Infection) and Reanimation by 10/20/30%. Useful in most builds. 
Summoning Mastery: Passively boosts healing done to your pet my 10/20/30% and allows instant summoning of your pet with a 30m/2m/20s cooldown. I’ve had some debate about this ruby, which I’ll explain in the section about the builds.
Accelerated Metabolism: Turns WF (Wandering Fevor) into a DoT. It’s not super high damage, but every little bit helps in a dps build.
Concentrated Acid: Increases acid damage done by you and your minion by 5/10/15%. In a dps build, if you don’t take this ruby, you obviously didn’t read this guide. 
Last Rites: Stuns and enemy who kills your pet and inflicts a small DoT on them. Not really useful IMO. There’s better things you can spend your rubies on.
Shadowy Reach: Increases the range of Acid Bolt, Vampirism/Life Tap, Blood Injection/Shot and Corrosive Acid and, more importantly, turns your Unstable Antidote skill into a Purify skill as a FH.
Corrosive Acid: A good dps booster in a boss fight. Applies 20 stacks of a buff to the target, and each subsequent acid attack removes 1 stack and inflicts some damage. The attacks don’t have to be yours however; if there are 2 or 3 dps summoners in a group or a raid, the buff will be gone very quickly, and your dps will jump very quickly for a short period of time. 
Darkweaver: Reduces cooldown of Vamp/Life Tap by 15/20/45% each time you cast acid bolt. Useful in the single-target boss dps build I’ll show you later.
Massacre: Reduces cast time and mana cost of acid bolt. No brainer, take for an acid dps build.
Acid Poison: Each time you cast acid bolt on a target, applies one stack of an effect to the target increasing acid damage by 2% each stack, up to six stacks. Ideally, in a small group, you should spread your usage of acid bolt around to all the mobs so they all take more damage from your dots. But I’m lazy, I usually just focus one mob and apply 6 stacks, then move to the next mob if I can be bothered.
Burning Acid: Increases the critical strike chance of Acid Bolt, Corrosive Acid, and your Fiend/Cadaver by 6/12/18%. Just take it in a dps build, you know the drill.
Calculating Mind: Increases Proficiency by 3/6/9%. The tooltip says perception instead of proficiency, but that’s just left over from last patch. Take these rubies in all of your builds.This post has been edited 2 times, last edit by "Preposterous" (May 3rd 2014, 8:26am)
Neurotoxin: Applies a dot to the target that each tick applies another stack of the effect, and once the dot reaches 8 stacks it explodes and stuns the target. AWESOME for acid builds. Combined with the next ruby it’s my favourite spell, in every build, including my FH build.
Withering Touch: Gives Neurotoxin a 33/66/100% chance to apply the Putrefy/Decomposition DoT with each tick. These rubies mean I can cast Neuro on every mob, and move on to the next one without having to worry about casting another spell as well. In most builds, I don’t even have Decomposition on my hotbar, because Neuro will always apply Decomp to the target, and it will never run out.
Necropotency: Every time Putrefy or Decomp ticks on a target, gives a 16/32/50% chance to apply a stack of an effect on you that reduces the cast time of Acid Bolt, Vampirism/Life Tap, Blood Injection/Shot or Dark Renewal by 20% per stack. It stacks up to 5 stacks, which means the spells are cast instantly. It is also a must in any build.
Blood Circulation: Increases healing of Blood Injection/Shot and Reanimation by up to 12%. It’s a must in a heal build.
Plaguebringer: Increases healing of Dark Renewal by 10/20/30%. Awesome in a heal build.
Poisoned Blood: Increases the critical strike chance of Neuro and Pturefy/Decomp by 7/14/21%, which is slightly different from the ingame tooltip for this ruby. Awesome in a dps build.
Panic Monger: Decreases the cooldown of Fear, and increases the range. It’s very useful in a PvP build, but not so much in other builds.
Virulence: Increases the duration of Putrefy/Decomp, PoM, and Dark Renewal by 10/20/30%. I’m still not sure about this ruby. It’s useful as a manasaver in a FH build, or in a PvP build where you might not be able to reapply DoTs as often. But in a dps build, Decomp will be being constantly renewed by Neuro, so it’s not really worth it in my opinion.
Empowered Infections: Increases the damage/healing done by all of your DoTs/HoTs by 5/10/15%. You have no choice, take these rubies in every build you make. No ifs, ands or buts. 
Debilitating Plague: Our long-term cc. Uses up all of our blood but takes one target out of the fight for a long period of time. Useful in dps builds, in harder astral sectors where there may be one mob that’s giving you a hard time.
Delayed Healing: Causes Blood Injection/Shot to trigger a small HoT on the target for 5 seconds after it is cast. It’s a little bit useful, and every little bit helps, but don’t take it unless you have extra rubies, there’s other stuff that’s much more important.
Frightful Presence: Reduces the CD (cooldown) of Rise From the Dead by 5/10/15%. The ruby description also says it increases endurance by 10/20/30%. What it actually does is reduce critical strike damage by 5/10/15%.
Toxic Weakness: Neurotoxin and Putrefy/Decomp ticks have a 5/10/15% chance to apply an effect that increases the damage of your next Howl of Death, Vampirism/Life Tap by 50%. The ingame description says VI and Vamp/Life Tap, however this is wrong. Which is depressing cos that would be awesome. Allods devs, I hope you’re listening to this. 
Advanced Genetics: Decreases the CD duration of PoM by 10/20/30%. If you ever intend to be healing in your build, you need this. Frankly, it is a ridiculously OP HoT with these rubies. (Devs, you don’t have to read that bit
)This post has been edited 2 times, last edit by "Preposterous" (May 3rd 2014, 8:26am)
Dark Gift: Increases your Stamina and Faith by 3/6/9% and your pet’s stamina by 5/10/15%. Nice for any build if you have the extra rubies, but don’t compromise other stuff to get them.
Cold Blood: Increases your Determination by 3/6/9%. Says Wisdom though. This ruby is only really useful in a PvP build. In a PvE build and a heal build, you’re too squishy to be being hit a lot, so determination doesn’t really matter that much. In PvP, you’re gonna get focused hard, so a little extra is never a bad thing. 
Summon Soul: Our resurrection spell. A must have in a FH build, can probably live without it in other builds.
Reservoir of Blood: Each ruby increases the size of your blood bank by 2 drops. Absolutely vital as a full healer, kind of important in PvP, not at all useful in PvE dps. 
Healing Shield: Each time you receive a blood drop, it have a 33/66/100% chance to restore a stack of your blood aegis. Combined with Urgent protection, and your shield should never go completely down. Mostly used for PvP, you won’t need it as much for PvE.
Dark Leech: Reduces the cast time and mana cost of Vamp/Life Tap by 11/22/33%. Most useful in PvP.
Howl of Death: This is our one big spell that doesn’t rely on all of our dots being on the target to explode. Does a big chunk of damage, slows the target, and does 50% extra damage if toxic weakness is on the target. Amazing for PvP, less useful in PvE dps as it costs 6 drops of blood.
Call of the Grave: Increases the effect of HoD (Howl of Death) by 4/8/12% and reduces the cooldown by 2/4/6 seconds. Again, mostly useful in a PvP build.
Eternal Hunger: Applies a small HoT to any ally standing near a VI explosion. In my experience, not super useful, as it doesn’t heal for a lot and in a FH build you’re not using VI as much as it doesn’t proc Putrefy/Decomp anymore. Maybe for PvP, but there are better things to spend your rubies on.
Insidious Touch: Increases the effectiveness of your healing spells by 3/6/9%. A must for a FH build, possibly useful for PvP depending on your playstyle.
Blood Flow: Increases the chance for Vamp/Life Tap to generate an extra drop of blood by 33/66/100%, and increases the chance for WF by 3/6/9%. Again, useful in PvP, not really in any other build.
Endless Blood: Increases the critical strike chance of Vamp/Life Tap, HoD, Blood Injection/Shot and Reanimation by 3/6/9%. A must for a FH build or for PvP.
Endless Thirst: Increases the damage of your VI and Vamp/Life Tap by 4/8/12%. A must for PvP, useful to take in a PvE dps build but there is no convenient path to take to take them without wasting a ruby on an empty space.
Reanimator: Gaining or using blood drops reduces the CD of Vamp/Life Tap by .3/.6/.9 seconds. However, this ruby also completely disables acid spells like Acid Bolt, so definitely do not take these rubies in an acid dps build. It’s useful for PvP though. 
Urgent Protection: This ruby is a lifesaver. Prevents stacks of Blood Aegis from being removed more than once every .3/.6/.9 seconds. Also prevents enemies from being able to completely dispel it in one hit, each attempt to dispel Aegis instead removes 7/5/3 stacks of the total effect.This post has been edited 2 times, last edit by "Preposterous" (May 3rd 2014, 8:27am)
But I believe that it is far better to build your own builds for the way you play. Nobody’s better at being you than you! XD
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This post has been edited 3 times, last edit by "Preposterous" (May 17th 2014, 9:34pm)

Vitality and Bloodlust are both incredibly important in PvP, and Bloodlust especially will only get more important as our gear levels go up. This post has been edited 2 times, last edit by "Preposterous" (May 3rd 2014, 8:32am)
I also have a few extra rubies and talent points, from scrolls, Greatness, and World Mystery quests like completing Tep’s Pyramid.

I also include Neurotoxin in this build, as, with Withering Touch, it will proc Putrefy, and Putrefy will build up stacks of Necropotency. Necropotency is a godsend as a healer, because it can make Dark Renewal and Blood Shot instant cast with 5 stacks. 
This post has been edited 2 times, last edit by "Preposterous" (May 3rd 2014, 8:27am)
Again, if you have any questions to ask, feel totally free to whisper me ingame, or send me a message on the forums.
Thanks again guys.
This post has been edited 2 times, last edit by "Preposterous" (May 8th 2014, 7:11am)