Pets - Threat and Healing

Hello! I’ve always played pet builds, I love to have a small army with me to kill things. I’ve tried full pet builds and also hybrid ones, and now that a new DLC is comming with a new difficulty, I was thinking about the issues I found and I decided to write this about them:

Pet threat: this game has an issue about the threat generation, the skills with “tics” like “Curse of Frailty” or “Ill Omen” generates a LOT of threat and only the big pets can generate almost more threat than your tic skills, but this only happens with full leveled pets like the Blight Fiend and the Briarthorn from a Ghol’s Ritualist character, and even then in a long fight, only with a low level Devouring Swarm and Ill Omen the pets don’t generate enought threat to keep the bosses hitting them, the only workaroung is to have the Ishtak devotion, and only then the pets threat will be bigger enough but your character still eat a couple of hits. Builds without Ishtak will have issues if the new difficulty will be like playing SR75-80, and of course skelemancers will be dead by then. So please add some “generates threat” options to some pet set items.

Pet healing: Right now, you can heal a character with a skill, with an item skill, with a devotion, and with the potion. Pets do not have this last option and if you heal your pets with a skill, in most cases you leave your character without that healing for the duration of the skill’s cooldown. The few items that allow you to heal your pets are amulets, and most sets come with an amulet to equip. To this we must add that the only devotion capable of healing pets (Tree of Life) becomes strictly necessary for the new difficulty that will come and in the high SR, which makes no sense since it takes away the option of choosing (limits us by affinity), especially if you have a necromancer since he has no way to heal the pets in his kit skills. We also have to keep in mind that trying to maintain good OA/AD as well as good resistances for pets, without losing damage, limits us when choosing items and devotions.
I think we need items (not part of a set) for legs and feet with abilities to heal pets.

There are a couple of items which I use with my Cabalist skelemancer that I forgot to mention here and can be used as examples of the types of items that are needed or that can be improved. This one I think it was made to help with threat generation, but after trying it for months, well even uif I you have both dogs, they can’t match the threat generated by Ill Omen + Curse of Frailty: Mythical Marrow Band - Items - Grim Dawn Item Database (grimtools.com).
And then you have these awesome gloves with a healing proc + a lot of DA Mythical Touch of the Everliving Grove - Items - Grim Dawn Item Database (grimtools.com) which I don’t understand why they give skills to Shaman, Soldier and Inquisitor, where 2 of them already have some way of AoE healing and the Soldier is already the most sturdy class in the game followed by the Shaman, also the item gives a lot of pierce resistance and health for pets when the Shaman already has a lot of both for his pets. I mean why not skill points to Necromancer? The class has no skills to heal the pets or a global pet resistance buff.

Edit: there are also devotions like the Fiend/Manticore with buff for pets and a proc that can be used to add extra threat generation for the pets.

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