Pets as Companions/Auras

I’d really like to see auras from Pets to be used on non-Pet builds: Raven, Briarthorn, Hellhound and Blightfiend all have one with pretty interesting stats. That would open new possibilities for TC.

Why not add a transmuter on pets with the tooltip:

“can not attack nor deal damage; 100% chance to avoid melee, projectiles and spells” ? so that we can use them as Aura givers.

I would be also glad to have Pet Illusions for Kasparov Crystals.

What do you think ?

+1

#BuffPets2019

I do not think that is a good idea as this could easily be abused by using said pets as immortal tanks. I also do not think that oculist really need access to even more sources flat damage.

Pets wouldn’t take any aggro, they’d be like invisible to enemies. That’s the point, to only have the passive bonuses.

Would that work? Pets skills such as ember claw and ground slam seem to draw argo regardless of the damage they inflict. I’m not sure if that stops even if they where to deal 0 damage and become immortal.

Also some of the pets auras would be bit too strong if they where to be easily accessible for non pet builds IMO. Emboldening presence in particular is near an exclusive it what stats if offers.

As stated in the OP: “can not deal damage”, Pets wouldn’t deal any damage. They wouldn’t attack and wouldn’t aggro at all. Like Kasparov Crystal but with an aura. TQ has pets like this for instance.

Of course auras then should be revisited but it would be easy: let the current aura on pets be “Pet bonuses” and add another lighter one for the player.

Edit: I see your point. I should have said “can not attack; can not deal damage”. Changed the OP.

I think the game has enough sources of “get stats with little drawbacks just by existing” to add yet another one through pets.

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That’s the definition of a “passive” ability. You spend skill points to get stats.

Their auras would need to be way weaker in this case. Can’t really get behind it.

Yes, but there is the balance of the amount of passive abilities per mastery to consider. Generally how more passives how better the mastery functions as a support mastery. This is the main reason why inq is so powerful.

This change would function as a overall buff to the shaman and occultist mastery. I’m not sure if they deserve that, especially when I compare the shaman mastery with the demolitionist.

They’re not particularly good compared to other passives, for a 12 skill points investment. No RR, no damage reduction/absorption. Maybe the Shaman one could lose some physical resistance and less flat chaos for Occultist. (Blightfiend has an aura but only for itself).

If we are going to nerf them, then no thank you. I don’t want pet skills to be weaker just so that non pet builds can benefit from them.

Its not just the stats. Its that they are added to masteries that already have passives. Its the equivalent of adding OA, Flat damage and valuable resists to a mastery for the cost of 5-7 skill points(as you would only soft cap them), that is huge.

Image how useful stuff like

25 elemental
30% elemental resists
100% elemental damage

and this would be for so little skill points

50% all damage
72 OA
12% physical resists
32% bleeding resists
98% retaliation

All masties would like something like that. In Grim Dawn its generally an uphill battle to get enough stats. This change would give a huge advantage on that front to shaman and occultists compared to the current situation.
Demo right now has 0 passives that add resists. Your suggestion would make it so that shaman passives give 4 resists. That seems unfair to me.

These abilities are fine now as they require a investment in pet stats(which in turn makes it hard to invest player stats and thus making it fair) to keep them alive but adding them as pure passive is just too powerful IMO.

Edit: Even if you add nerfed non pet version of them they would still add to the power of the mastery. Sure if you nerf them enough it might be fair but at that point they would no longer be cost effective for most builds making the change a bit pointless.

I proposed another solution: split the aura, one for pets as it is currently, and one for the player only. Then each can be adjusted.

This is still a nerf to pet players.

Like, conjurers being able to automatically get 24 phys res on any build isn’t gonna be balanced. It’s fair for pet builds because they generally trade out armor scaling for phys res.

I mean, when’s the last time you saw someone take occultist without 12 points in aspect of the guardian?

^

If non pet builds are going to benefit from this and a nerf is needed, the said nerf should only affect non pet builds.

Sounds good to me.