My druid 15 is also the backup healer. He often prepares a few healing spells for when the Cleric can't reach someone (usually because he is in up to his neck in devils). But the healing spells are also very handy for dealing with undead, particularly incorporeal undead (because of the no miss chance). Here SF (conjuation) ups the DC for the Will saving throw required to avoid half the damage - so it's not a complete loss.Wolfwood2 said:All I can say is that for a druid, Augment Summoning really is worth two feats. It's most worth it from level 3 (when you start to get a decent summons duration) through level 13 (the top two levels of Summon Nature's Ally aren't as competitive).
As for the higher summons, the elder earth elementals are fantastic! Augment Summoning on these really boosts their hit points as they have a lot of hit die, making them a very effective wall (one that hits back pretty hard) unless the opponent has Dispel Magic or other means to be rid of them. Besides, the higher spell slots can be used to churn out more allies from lower level SNA spells.