Pets on Fire is far along in Elite hardcore, at level 67. I’ll follow up on her journeys in Elite hardcore in a later post, though. For this post, I’ll take a look back at (veteran) normal difficulty, as described below.
Notes for Newer Players
This post provides suggestions for a newer player or a returning player about a build order that should be able to successfully complete either the softcore or hardcore version of veteran normal difficulty.
Suggestions for (Veteran) normal difficulty
Leveling speed will be brisk on either normal or veteran normal difficulty for a self found summoner following this build.
Veteran normal hardcore is the difficulty I recently finished playing Pets on Fire and all dangerous situations were self-inflicted (ie: when I was rushing, neglecting defenses, or not noticing bosses mixed in with other mobs). I think it’s probably better to experience the game first time with this build on veteran normal (hardcore or softcore) so elite isn’t as big of a difficulty jump and your summoner will (perhaps?) be a bit better geared ahead of transitioning to elite difficulty.
Still, the exact build order I followed is probably better for players who have some experience with the game. So, I’ll present below a more step-by-step build order, and some principles, for somebody who is either newer to the game or returning after a long layoff.
My key suggestion is to switch back and forth between building up offense and building up defenses. Also, in my experience the oft-heard guideline to have about 100 hit points for level is a good suggestion that you can probably start to easily surpass, as of about level 36-40, depending on your luck with gear.
If you find your summoner starting to fall noticeably below the suggested “100 hit points per level” threshold, and especially if your resists are also low (so you take more damage) and your defensive ability total is low (so mobs have a better than 90% chance to hit you, which leads to being hit for critical damage), then you really need to be careful for that period when playing. Also, if your summoner reaches this level of vulnerability, then I’d suggest switching to prioritizing defenses until your summoner’s level of defenses is repaired.
As a general plan for stat points, all stat points can go into Physique from level 1 to level 65. This choice leads to a better defensive ability (DA) total and to more life, plus you can wear gear with higher armor totals. It’s probably good to save the last 20ish stat points, or thereabouts, so you can allocate stat points in ways that work well with however your endgame gearing seems to be shaping up.
Devotions will get their own section, following the leveling advice given below and in a subsequent post.
Early levels 1-5 Getting to Hellhound ASAP
(Click here for Grimcalc)
Take your first four level-ups in the Occultist mastery, up to level 10 in the Occultist mastery, picking no skills until you reach hellhound. Put two mastery points in hellhound, once you can access it.
To get to level 5, explore the map, sniff some mutated flowers, and bash things that move, backing off if your life total gets low so your character’s constitution can kick in with some fast healing. If you find a missile weapon, then this phase gets even safer. Otherwise, swing the hardest hitting melee weapon you can find until things fall over, using doorways and positioning to minimize incoming damage.
When you have two mastery points in hellhound, you’re ready to complete the first quest given to your character, in the Burial Cave.
You send in your pet(s) first as scouts when exploring a map, so assign the “pet attack” hotkey to a convenient hotkey after picking up hellhound because you’ll be using it a lot. Assign “Summon hellhound” to a hotkey you can easily access, but that you’re unlikely to hit by mistake (an accidental and unnecessary hellhound summoning can make a battle go south fairly quickly, in the wrong circumstances). Also, assign your left mouse button hotkey to “walk” so you don’t accidentally aggro a large number of mobs with a default ranged attack (for example) and so you don’t end up swinging at mobs when you wanted to run away. Finally, wait until mobs have spotted your pet(s) before initiating any action by your summoner because what a mob first notices usually becomes it’s default priority for aggro, often until it dies.
I often re-summon the hellhound when I know the next battle is at least several seconds away and I know that his death-AOE will probably kill all mobs in the area. It’s one way to speed up leveling that you can practice early in the game, while the risks associated with making a mistake are relatively low.
Levels 6-10 Max Hellhound
(Click here for Grimcalc)
Hellhound is so efficient in the early-to-mid part of act 1 veteran normal in part because most mobs move slowly and they don’t hit very hard. So, you can neglect defenses almost entirely, at this point, and just focus on maxing hellhound as a top priority. “Run away from mobs while circling around your hellhound” works well as a defense, at this point. Also, if you don’t know what type of attacks a specific boss has, then use scenery bits when possible to block possible incoming missile damage.
Watch for an opportunity to complete a “searing ember” or a “mutagenic ichor” component. When you complete one of these and put into an appropriate item worn by your summoner, you end up with a component-based ranged skill that does good damage for early game, especially when the DOT component is considered. Searing ember is a bit easier to use, in my experience, but both can work just fine. As suggested before, let your hellhound get aggro before attacking with your summoner.
During this part of the leveling phase or the next is when you’ll probably come across Jillius the Decayed, an undead boss with electrical damage that you kill as part of the “Something for Nothing” quest from the NPC Harmond. If you search for corpses close to where you find Jillius, you’ll find a green off-hand called Karvor’s Conjuring Bone. It provides some modest pet bonuses and also a temporary pet that buffs your summoner and your hellhound.
Levels 11-14 1 point in Ember Claw, 1 point in Blood of Dreeg
(Click here for Grimcalc)
With offense in good shape for now because of a maxed out Hellhound, switch gears to defense. Take 10 more mastery points and get 1 point into Ember Claw and into Blood of Dreeg. The added stats from investing in mastery will help for gearing, boost hit points and energy, and also boost offensive ability and defensive ability. Ember claw gives your hellhound a kind of taunt ability, which will reduce the number of mobs that go straight after you summoner (although not to zero). It’s probably not worth more than 1 point, though, because of all the other priorities that need investment.
[u]Levels 15-19[/U} Max Blood of Dreeg
(Click here for Grimcalc)
Blood of Dreeg is an excellent early leveling tool for Occultists. When maxed, it heals for a good percentage of life when first used and it also offers over 100 hits points of regen per second, while active. In addition, it offers a hefty OA bonus, which means your hellhound (and probably your summoner) will be hitting for critical damage on a regular basis. Finally, a maxed Blood of Dreeg offers a substantial amount of flat damage to your summoner and to the hellhound, plus an acid retaliation total that is very damaging to mobs early in the game that hit your hellhound or your summoner.
For this build, at this point in the game, no other choice for mastery points comes anywhere close to the value offered by maxing out Blood of Dreeg. The difference in how the build plays is striking, after maxing Blood of Dreeg.
Levels 20-27 Max Familiar or get 1 point into Bonds of Bysmiel & Hellfire, + points in Familiar
(Click here for Grimcalc)
By the time you’ve maxed blood of dreeg you’ll perhaps notice your summoner’s life total falling noticeably below 100 hit points per character level. If that’s not true, then start putting mastery points into Familiar, aiming to max the base skill. If your hit point total starts to noticeably lag, though, then put points in mastery until reaching level 32 in Occultist mastery, and then put a point in Bonds of Bysmiel and Hellfire. Also put points in Familiar as you can, without letting hit points fall well below 100 hit points per level.
Your summoner is probably beyond Cronley at this point and shortly after that there ends up being multiple choices for advancement. The simplest and safest path is to not complete either the Arkovian Undercity or Steps of Torment dungeons until you feel your summoner is pretty sturdy, and instead get the Broken Hills rift outside the Arkovian Undercity, and then head toward Homestead.
There’s no need to rush either the Arkovian Undercity or the Steps of Torment dungeons. It’s nice to have the devotion points from these dungeons and collecting ectoplasm / vengeful wraith component pieces is a good thing for a build like this. Getting more Rover faction is also a Very Good Thing. But, both of these underground dungeons have their challenging points. The end boss in the Arkovian Undercity (Kilrian) has a ranged attack with a strong DOT (damage over time) component. You definitely don’t want your character hit more than once in a row by Kilrian’s ranged DOT attack, unless your summoner is sturdily built (really, not even then). It has a wind-up and a peculiar sound when it fires, just so you’re forewarned. The end boss in the “regular” (ie: non-Rogue) portion of the Steps of Torment dungeon (just before the door opened by a skeleton key) is Zarthuzellan, who has a lot of fire damage and quite a few helpers that spawn.
Once Familiar has good investments in mastery points, it will add noticeably to your summoner’s effectiveness. More damage is more damage, after all, and it will trigger celestial skills that are assigned to it. Also, the familiar will often hit mobs that are chasing your summoner, sometimes drawing their aggro and often killing those mobs on its own. On that note, sometimes mobs chasing your summoner will be hit regularly by your familiar when the hellhound is not doing much damage because it’s struggling to catch up with mobs that are chasing your summoner. For example, Bloodfeast, in Tyrant’s hold, is a fast-moving Dranghoul boss that sometimes decides to ignore pets and target only your summoner. That can be a very annoying fight if you don’t have a ranged pet, such as the familiar. Adding a single point into the Familiar’s “extra” skills offers added crowd control, a small damage / resist buff, and a modest heal that are likely to be worth the point invested in each skill.
Levels 28–41 Max Manipulation, Max Familiar, several 1 pt investments
(Click here for level 40ish Grimcalc)
Getting Occultist mastery to level 50 has beneficial defensive effects on it own and also allows access to Possession and Manipulation. Put a point in Possession right away, in part because it offers 100% skill disruption protection (never a bad thing) and in part because it offers a place to attach “on hit” defensive celestial skills, such as Turtle Shell. Max out Manipulation as soon as you can without neglecting defenses because the added damage and (especially) the added “total speed” make your pets much more effective.
A point in Curse of Frailty, Vulnerability, and Flashbang are suggested. Even at level 1, Curse of Frailty and Vulnerability are modestly helpful and can each have a celestial skill attached (ie: Cleansing Waters for Curse of Frailty). Plus, Flashbang will be the next big step forward for the build because the debuff to mob defensive ability (DA) is so large and because, when maxed, there is a 50% chance of confusing mobs when you throw it. The DA debuff on mobs plays very nicely with OA buffs from blood of dreeg and (later) flame touched, making pet crits against enemies a regular occurrence.
On that note, once pet crits are regularly happening, it’s helpful to mix in Wrath of the Beast Tincture for tough boss fights. It’s sold by the Rovers faction vendor and having +100% crit damage for your pets makes many bosses just melt away. The presence of Wrath of the Beast makes it functional to lean a bit more heavily toward improving pet critical hit chance over improving pet critical hit damage when you need to choose (although getting both is great, when possible) because you can lean on Wrath of the Beast Tincture for critical-driven spike damage, when in tough fights.
For faction choices, I recommend choosing Death’s Vigil over Kymon’s chosen for normal and elite, for the pet buffs offered. But, perhaps Kymon’s Chosen is better for ultimate because some of their gear and augments are quite useful. So, I’d get Death’s Vigil to Revered status in Elite, stock up on their gear / augments in Normal / Elite, and then switch to Kymon’s Chosen for Ultimate. Also, I think it’s quite helpful to side with the Black Legion NPC who wants you to kill Anasteria (the Outcast), in normal difficulty. That gets your character to “Respected” with the Black Legion faster, which allows you to do Bounties to build Legion faction and also gives you quicker access to the “Legion Voidcutter”* weapon. The Legion Voidcutter provides a good pet buff and it is sold by the Legion faction vendor. You should get Legion to Honored faction status by partway through Elite this way, at which point you can purchase the 50% bonus to Legion faction and you’ll be on your way to Revered from there. With Legion faction doing just fine by Elite, I’d side with Anasteria in Elite and Ultimate difficulties.
I’m the kind of player who gets both Duncan and Angrim (just in different difficulties), so perhaps I’m a bit more of a pragmatist and less of a purist when it comes to choosing allies and partners. Others may (or may not) find that objectionable.
- My thanks to Tyr for mentioning how good the Legion Voidcutter weapon is. I hadn’t particularly noticed it before it was pointed out to me. I also hadn’t even noticed the Wrath of the Beast Tincture, which I now sometimes feed to PoF when fighting purple mobs.
Level 41-51 Max Flashbang and Flame Touched, start building Demo mastery bar toward 32 and get at least two factions to honored (Rovers and Death’s Vigil, for example, perhaps also Homestead)
(Click here for level 50ish Grimcalc)
Level 50 provides a noticeable boost to the quality of available gear, when compared to gear that can be used by level 49, for example. It’s typically the case that you can substantially improve your character upon reaching level 50. In my experience, as well, the upgrades in the resistances offered on level 50+ gear tend to lead to a lot tougher character, before taking on the final fight with Log that opens up the option of going to Elite difficulty for your character.
Just doing missions that naturally crop up will take you a long way toward level 50, especially if you explore maps and sniff flowers along the way. Faction bounties can also help quite a bit toward taking you the rest of the way to level 50.
Level 52-54 Normal Log fight, prepare for Elite difficulty
(Click here for Grimcalc)
If criticals by pets were happening frequently before, then they’ll be happening much more frequently after getting Flashbang and Flame Touched maxed out. At this point, even with no relevant +skills you’ll have a swing of a bit over 500 in the OA / DA ratios for many mobs (-250 DA debuff on mobs, over 260 OA buff for pets), which will lead to a large increase in pet damage.
I don’t believe that boss mobs resist DA debuffs (or the impaired aim / fumble debuffs in Searing Light, the skill associated with Flashbang). So, your pets should be getting criticals against pretty much any mob on a regular basis.
Personally, I prefer to build up the Demo mastery in the low range of the level 50s and go straight for Blast Shield, as damage is likely to be in pretty good shape at this point. I can see the possible attraction of putting some points into Curse of Frailty and Vulnerability right about now, though, as resistance reduction is a damage multiplier and it makes this kind of build much stronger.
I’ll buy from Isaiah Redden (NPC vendor in Homestead) the consumables needed (ie: perhaps +25% chaos resist, for the Log fight) to be prepped for harder battles toward the end of veteran normal difficulty. I often cycle between Benevald in Blood Grove (a secretly located NPC) and Isaiah Redden in Homestead when doing shopping tours because they each sell things that are often helpful for self-found characters of pretty much any build.
My targets ahead of entering Elite for life / resists / DA are to have about 8-10K life, or thereabouts, to have most resists at 60 or higher, and no resists of below 50%. DA is hopefully high enough that mobs cannot hit my character with critical damage (ie: their “to hit” chance is less than 90%). I prioritize pierce, acid & poison, and bleed resists when changing difficulties because DOTs can be surprisingly deadly, after reaching Elite (or Ultimate). Physical resistance is usually high on the wish list because internal trauma can be such a deadly damage type to receive. But, physical resistance can be tough to find (at least in large quantities) and that just seems to be how things go.
I’ll look at a suggested order for devotions for this build in the next post after this one.
Edit & PS: I realized all my initial information was off by one level (!), and I made adjustments.