fearitself wrote:Apologies if this is too much of an asking for advice post but it's about this topic.
I want to like summoners as I feel they are add another style of play. However, when I start one I'll get a little summoning and the work on dodging/weapon/fighting exclusively until I join Sif. My thought is similair to the OP that if I want to reliably get a higher summons by the end of lair I have to "game" Sif.
It's bad play, undertrained skills until Sif, overtrained summons/spellcasting after Sif, and more splats. I feel that if not played this way I end up as a normal hybrid/non-summoner who may win but didn't do it in the playstyle I was looking for.
Help
It sounds like you have a particular style of play in mind, and I'm not exactly sure what that is, but I'd recommend against training melee skills on a Su very much pre-lair unless you're going for a god with strong melee support. With Sif piety gain is fast if you're training spellcasting skills at 75%+ of your XP. I try to have summoning near 12 when I become a champion, but if you get summoning at least to 15 before turning it off, you shouldn't have too much trouble getting a gift well before you truly need a spell upgrade. If you are going all the way for Dragon's Call, you'll want at least 22 or so summonings anyhow. Early on don't be afraid to use some 0-skill melee with a powerful weapon as soon as you find one, and reach weapon are especially nice as you can direct summons to attack and sneak in some damage behind them. But don't feel like you have to go polearms as the weapon class you actually train, since reach attacks behind allies do terrible damage in comparison.
My pre-lair Su of Sif guide:
Train spellcasting at summoning at equal % initially. I train stealth equally at start, which helps me me surviving when going for low turncount, but stealth isn't required. With care spammals can kill absolutely anything on D:1 and D:2, including D1 gnolls and early Ogres, and spellcasting is very helpful just to get more mp, since spammals are more effective when more are summoned. Definitely use that cap of 4 mammals, but try to minimize noise when you're out of mp, using either an early polearm or throwing stones to direct your summons to attack when issuing tell commands seems risky. Adders are probably the biggest danger when you have only spammals and you want a couple quokkas active to have a good chance to kill one. Learn imp immediately at XL2 and canine immediately at XL3, and use these extensively. Early on casts of imp get mixed in with spammals until you have more mp and canine is reliably castable (right away on many species), and then you'll progress to using mostly imp with canine mixed in, and finally ice beast with canine/spire/g. golem mixed in. The big thing to remember when killing primarily with summons it to try to position so multiple summons hit strong enemies at once, whenever possible. This means use of ta and tf, but also falling back to the right location where you summons can do this effectively. This is the the thing people most often fail to realize. Even if the enemy is already in a corridor, if there's a corner you can use that so two summons hit it instead of one.
I learn ice beast when it's available at XL4 or XL5 and turn on ice, training it until 3 (you can use spire instead, training Air over Ice in the same way). The L4 spells are not safe to cast until the miscast rate dips below 20%, but you can situationally make an ice beast or two at failure rate in the low 20s, especially when something like a centaur or orc warrior is sleeping just out of LOS. I turn off the elemental school at 3 (and stealth at 5, if you're training it), and have summoning focused with spellcasting and invocations unfocused. I turn off invo at 5 as well, but this is again more of a turncount thing because I really need high summoning skill when my first gift arrives. Channel is very effective even at only 5 invo, and you could turn it off around 10 to focus on other skills for a while.
The more "pure summons" you are, the more important it is to keep training spellcasting for MP, spell levels, and spell hunger. That last one might sound silly, but hunger is a much bigger deal if you use channel and high level spells a lot, at least until you find a staff of energy or gourmand. My pure summoners keep training spellcasting unfocused all the way until 18, but if you're going for a character that does a lot more melee, so you can stop in the 12-15 range.