Darksol wrote:So once again I turn to you, oh wise nolif
Hey! yeah...ok, fine...
Darksol wrote:1) From what I gather there are 3 main types of casters. Blasters (pewpew), DC (saveordie, buff/debuff), and summoners. I do not think I care for a blaster, I d like a summoner/DC caster mage, which from what I have read is feasible. Problem is 97.8% of the builds I have seen include Palemaster, and the whole skeleton arm - rotting flesh thing is not to my liking. I don't have a problem with necromancy, blood magic etc, my character will probably be neutral, I just don't like PM aesthetically. I also don't think I want gondsman since he feels more like a tinkerer, while I want something purely arcane. My main concern is that I need my builds to be relatively strong mechanically, else I get frustrated. So first question, can I make a strong summoner/DC build that does not include PM/gondsman? And by strong I mean at least solo PVE play all the way through (not the first lvls ofc, but all the rest). I also want epic gate, named summons etc.
Yes, you can make a strong summoner/DC without PM/Techsmith. Thaumaturge gets pretty strong summons as well, and simply taking Spell Focus: Conjuration line will make all summons stronger. As to solo all the way through this has more to do with player skill than build in many cases.
Darksol wrote:2) Prohibited school: Most posts point to divination, but at least for my first caster I want Teleport/mark rune. Blinking around the map end exploring is something I want to do. I ve read that shadow walk can replace teleport but the spell descriptions don't help much. Teleport is important to me. Apart from that I also want to be a party buffer + my summons buffer, I don't think I want to loose Gr.Hero. SO it seems I need Divination, Transmutation, Enchantment, Conj(obviously). Can I choose necromancy? Or a summoner must have necro?
You can get by with any prohibited school. I had a wizard with prohibited school of Evocation and it was fine (would have sucked in pvp, but you said your concerned about PvE only). As a summoner I would want to keep Transmutation, Illusion and Enchantment to buff up my summons. Necromancy won't hurt to drop if you don't want it, it has strong spells, but they are not the only options.
Darksol wrote:3) Skills: I gather I need max diplomacy and obv concentration,spellcraft. Tumble 10. UMD? some lore would be nice for RP purposes too.
Tumble is not entirely necessary since you can buff yourself to be immune to pretty much anything. UMD isn't really necessary either, but sure if you want it you can get some use out of cleric wands (it isn't needed). Diplomacy is key to max if you want to some day have a chance at negotiating with a true name being. Lore skills are also important to be able to read dusty tomes to find the true names.
Darksol wrote:4) Classes: I don't mind dipping in any class for mechanical benefits, but I want to retain the pure arcane caster feel overall. So no to gishes, warlocks and whatnot.
Based on your criteria, my main suggestion would be W15/T5/AM10. Archmage requires two spell focus feats, one will be conjuration (Required for Thaumaturge) and the other can be whatever you want to cast as your DC spells. Transmutation (Flesh to Stone), Enchantment (Mass Hold Monster, Dominate Monster), and Illusion (Solipsism, Weird) are all strong candidates alongside Necromancy (unless you chose it as your prohibited school). You will want to take W10 and W15 in epics for two extra epic feats. You can grab epic gate and 6 Great INT's for strong DCs, or you could go for 4 Great INT's and 2 Epic Spell Focus (conjuration/whatever your second school is). DCs would be 1 lower, but your summons will be stronger.
There are other combinations that could benefit you such as Blood Magus from a DC perspective, but this split should be well balanced and allow you to do what you seem to want. If you pick Enchantment as your second Spell Focus you could have some fun with a summon and a dominated mob (and shadow simulacrum for a third!) which might be just what you're looking for, since you also have mass save or sit there spell, though with Mass Hold Monster (and all hold spells) they get a save every round...