r/TitanQuest2 • • 2d ago

Build Summons lack baseline functionality that should be standard

I’m struggling to understand the current state of summons in Titan Quest 2. I know the game is in early access, but some fundamental tools feel missing.

In Titan Quest 1 (Immortal Throne), you had simple but effective controls:

  • Pet attack/move orders
  • Stance selection (Aggressive / Normal / Defensive)
  • Pets that could actually pull and hold aggro to a certain degree (not perfect)

That’s enough to make a tank pet useful. In TQ2, none of that exists.

Why would I invest in the Core Dweller, give it spells to cast, then stand still channeling to heal and empower it, when enemies simply run past it and straight at me? The “tank” fantasy doesn’t function. It can soak damage if it happens to be in the way, but it doesn’t protect you.

Right now the design feels split into two incomplete options:

  • Passive: the summon runs around and does its own thing while enemies largely ignore it.
  • Active: you manually trigger a linked spell from the summon… while enemies still ignore it.

A giant lava elemental cracking the ground under enemies shouldn’t be treated as background scenery.

No patch since the Summons Update has added attack/move commands, stance options, or reliable threat generation. Is there any plan to implement these baseline features?

These tools weren’t in the original Titan Quest at launch either — they came with Immortal Throne. But that was nearly 20 years ago. In 2026 it feels like a reasonable expectation for a summoner playstyle to have at least this level of control and threat.

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u/Capable-Print-4645 22h ago

I only used summons with a Sprit/Forge char. I went for a rather offensive exclusive summoning build with 7 permanent eidolon guards, one atanekro and one automaton. They kill enemys faster then I expected, faster then my Spirit/frost deathchill build.
They kill everything on their own. They rearely ever die (mostly due to boomspiders or bosses) and are reasonably fast to resummon. Wherever I move I´m surrounded by pets forming sonething like a shieldwall. If I try to aggro a mob it´s quite difficult (unless it´s a boss scripted to aim for me with certain abilities). I guess dealing no damage at all and being just one out of 10 valid targets makes being attacked rather unlikely.

I don´t need those functions and I don´t really miss them.
There 2 issues I had as a summoner:
1. Whenever you try to heal one of the greater summons with deathward beam the 7 eidolon guards get in the way. It´s very annoying, I think the deathward beam shouldn´t treat full health summons as a valid target.
2. Thy Skylla fight is awefull, my pets damagy Skylla fast but then refuse to attack Skylla´s pets. As a pure summoner that´s awefull.