there is numerous online guides which offer builds which exploit aeon summoning, but am never having gone that direction for very long. we played a couple different aeons and am personal not enamored o' the summoning route even if am able to see the potential.
late game, an aeon acquires spells and abilities which makes most any aeon party functional invulnerable for boss battles, but there is a whole lotta game which ain't late game, and by late game most o' the other mythics (and legend) is sooper powerful too.
early game, which particular on higher difficulties is where the game is most challenging, is a tough(er) slog for aeon 'cause other than the nice ab, spell dc boosts or the attack o' opportunity buff, the aeon gets an ok dispel ability and not much else; compared to other mythics, the aeon lags more than a little early game.
however, with a high initiative character who gets many attacks per round, as soon as the aeon gets the greater dispel power, game challenge difficulty evaporates. most wotr foes is so tough 'cause owlcat gives 'em every conceivable buff, and then bends/break the pnp rules to give 'em a few more buffs. an aeon makes all those buffs evaporate. is possible to stack initiative through the ceiling in wotr, so your ranged or melee aeon should almost always attack first, and once you do...
on the plus side, there is few drawbacks to building a high initiative melee or ranged character for wotr. particular on higher difficulty settings, initiative becomes an all but essential concern. you aren't losing anything by conscious stacking initiative.
HA! Good Fun!