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I don't think they're ever going to make pets able to kill things. They said even before the game was out that the WD itself would be the damage dealer and pets mainly for tanking purposes.
The only thing they could do with pets is to make them last longer, because at the moment they just go poof in one hit, unless you have ridiculous defense.
I am still hoping for a real summoner, though.
How I miss the days of having an obscene amount of minions and only having them kill things because of Thorns.
Pets being totally useless is something that shouldn't have occurred. They knew what influence their life and they knew the damage that monsters put out starting from Act II Norm. Scaling the pets to not be useless shouldn't have been hard. They managed to do it with the gargantuan.
Witch Doctor = top half of a Flayer Shaman = cracked-out, grass-wearing, jungle hobo = bobbing clown who vomits leaves a.k.a. Bobo the clowning village idiot. And people thought Necromancers had an image problem.
Yeah, miss my Druid shock-summoner and Hunter builds too XD
Although, I just beat the game in normal with Zombie Dogs, Gargantuan, splinters, Acid Cloud using Jungle/Magic Medicine/zombie haddler and honestly just rofl-stomped my way through, only died once (I took my time to make sure my gear was desc and did a few runs though too).
So I'll be starting NM... my question is then, at what point is my build gonna start struggling, aka sucking badly??
Weren't the necros skeletons useless in earlier patches as well?
And quite reasonable, fetishes are still useful they are rarely one-hitted even later inferno and are near invincible in act1.
depends on your gear - if you focus on armor + resist + regen - they're decent to A1 inferno. if you go dps (int + vit) they will become useless around a2/3 nmso I'll be starting NM... my question is then, at what point is my build gonna start struggling, aka sucking badly??
im using a hybrid pet / CC / bear build and doing pretty well with my pets, granted it's only in act 1 inferno. Pets enjoy all proc on hit effects from the WD's armor. Im using zombie handler, jungle fort, and gruesome feast. (mana recovery to power bears) It's splinters, bears, soul harvest and our wonderful snare (though with health globe spawning instead of 80% snare). For pets its burning dogs and stinking garg. The proc effects proc off of the pet aura's, so for instance, a bad medicine build with poison dogs results in a lot less procs.
Anyways... with fear from hat, stun from gloves, freeze form belt, immobilize from boots, and slow from pants all rolling in an aoe around each pet, most mobs get hit by at least one CC effect every few seconds. This works on bosses as well... i have chain CC'd the butcher with it. I basically let my pets engage champ packs and CC a couple of them. I move in and establish soul harvest if its not still up from previous packs and unload my mana bar with bears. This usually spawns a few health globes which replenish mana and heal the pets. Yes... pets die a lot, but the CC seems to keep them alive a lot longer in inferno than any level of armor or stats could. I've been able to keep the same set of dogs through multiple champ packs on occasion.
I've seen builds that maximize this even further, using spider queen and effects on weapons. My hybrid compromise was working with a high DPS 2 hander and trying to at least power bears..... but im seeing very effective CC out of my pets, and ive been told that it can get even more extreme if the build is advanced to an all-in pet CC form.
I've been using pretty much what ashnar posted, except I was shown Rain of Toads. Each toad has a chance to impair and returns 50% of your life on hit/steal items. In act 3/4 hell and act 1 inferno I've been using Rain of Toads; Vision Quest; the passive where pets get 100% thorns/life regen; fetish syncophants; Horror with 2x armor bonus; burning dogs; big stinker; hex with the +damage run; and spirit walk with jaunt (not sure if I should use jaunt or life regen since it would heal pets).
Rain of toads has a small AOE, can be cast anywhere on screen, and can follow enemies off screen for a certain distance. Depending on a lot of things, I can hit between 1 and 4 "normal" enemies at a time. Also, since rain of toads is 34 mana, I do require Vision Quest, but I don't have to be perfect and keep all 4 on cooldown like with bears. I can purposefully or accidentally save hex/horror for a few seconds without worrying.
During continuous fights, I've seen 7 fetishes out.
I haven't even tried act 2 inferno. But another has.
This guy showed me rain of toads and the chance to cast build (he used bears sometimes in act2 inferno):
http://us.battle.net/d3/en/forum/top...5857?page=4#72
This is the thread with loads of good info:
http://us.battle.net/d3/en/forum/topic/5271499223
From that thread's first post:
Originally Posted by 52703345593
Last edited by MCPWTB; 18-06-2012 at 18:15.
Here are the two things I saw someone quote and this person's responses, coincidentally my reactions are the same:
Herald of Pestilence tentacle attack damage has been reduced
( ゚ ヮ゚)Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
Leaders of Invulnerable Minions packs have had their health pools reduced
1.0.3 Inferno Act 2 Running Hot Dogs and Stinky and they are not useless - they still die rather quick to champs, but so do I.
Stats -
950 int
500 Vit
5500 Armor
520 Resist
900 HP/s
Pets can tank pretty much any white without a problem - some with the power attacks will still one-hit the puppies, but that happened in Act 1 - I don't have much CC left on my gear because I was playing without them for a while, but as I gear up to the point I can tank this damage (totally now possible) I'll start adding CC gear back on for my minions.
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