The Carnival - A Guide to Pets

wonderful :smiley:

Is it a new build or updated of an old one of yours?

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New. Only one updated was my bleed build.

Might give it a try actually, but with my own legit found items. I have this but sadly bad conversion :confused:

I guess RNGesus loves to play jokes on us. But dagger actually got their affix bias updated this patch :slight_smile: So, back to farming I guess! :smiley:

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Hey Maya and rest of #petbuilders. What do you think is the optimal way to go for Skeletons build, Lost Souls Cabalist or something else?

Also my idea for devotion map for vitality Skeletons (or other pets too)

https://www.grimtools.com/calc/r2BvQnk2

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How does this compare to fluffy before nerf?

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No one here is really a fan of the Lost Souls set - I’m going to try it with the Grimtools above since having 2 dogs provide good flat RR is really the only way to have the set stand out from other Skeleton builds.

The most optimal Skeleton build I’ve seen is Duskdeep’s Guardian of Death’s Gate Cabalist - he always finds a way to astound me with how much Health he can stack in a build.

Runner-up will likely be my Witching Hour Skeletons build - completing SR 85 easily is no easy task for Skeletons, and I fought Ravager completely blind (despite my longevity with the game, I never fought Celestials before) and won without anything other than healing potions. It’s a very good build with lots of staying power.

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Tbh, I don’t really know how to build Skeletons anymore. Especially with the recent patch.

Lost souls is… it feels kind of weird to build with for some reason. I am not sure where the problem is or how to fix it. But it just feels lacking even when theorycrafting.

Devotion wise, Dying God + Ishtak or Tree would be my choice, yes.
I prefer to take the way of stacking as much dmg as possible rather than worry about RR, kind of like with Chaos Pet builds though.

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It does not compare with Fluffy at all :stuck_out_tongue:
Is a new build and not an update.

Yeah how does it perform compared to how fluffy performed?

I did the build and was really lacking defensively. :man_shrugging: I definitely can’t play it. Conjurer feels so much safe to play.

https://www.grimtools.com/calc/RVvRnWGV

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No idea as I am on 1.1.8.1 still :stuck_out_tongue: and this was something I spent like 5 mins in Grimtools, making.

If I had to guess, having only 3 pets would kind of hurt its overall potential even if the 3 are beefed up.

This may or may not work better in that regard: https://www.grimtools.com/calc/m23kDnY2 :stuck_out_tongue:

I personally don’t really like giant’s blood since it feels kind of unreliable on pet builds. I go “I am invincible!” one moment and end up dead the next…

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Yeah, you are right. Also unlike Demo class, here are no skills to trigger it precisely on % health threshold.

Btw what’s your opinion on Mend Flesh on non-Bysmiel build?

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Mend Flesh could work if you are willing to invest points in it. Could set the raven to defensive and use it mainly as a heal bot.

On my Will O Wisp, it keeps me alive through a lot of stuff although it does have 2x Ravens. But it won’t really do anything good for the pets (another reason why I prefer Tree over Giant’s blood).

But whether MendFlesh is worth investing into, needs to be tested. I assume that while set in defensive mode and perhaps without points invested in Lightning strike, the raven might prioritize healing more.

However, like I said, it needs to be tested and I mostly tend to leave it as a 1 pointer simply due to lack of points, which imo will be the major issue. Regardless of the effectiveness of the heal, one will need to test to see whether the points are better spent there instead of elsewhere.

To give an example, Will O Wisp relies on it to survive and can afford to put points there. But Fluffy Squishy, did not show a noticeable increase in survivability and putting those points into more offensive oriented skills ended up boosting the build’s overall power.

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For the newer folks like me who’ve only dabbled in this game but are coming back to try out the new stuff:

o) Dodo – Pet Conjurer: https://www.grimtools.com/calc/4ZDvk8Y2

o) Doctor – Pet Ritualist: https://www.grimtools.com/calc/nZobREQV

I built both of these out to their presented setups and the Conjurer is MASSIVELY out-performing the Ritualist. My Ritualist even has a piece or two of slightly better gear/Mythical aimed towards the Ishtar build and it still doesn’t matter. Conjurer’s kill time and survivability are both superior and the only way I see the Ritualist winning out is the full Ishtar setup making Reaps unkillable.

Would love any inputs or reflections on this. I’m enjoying the Conjuror for both the pet setups and the promise of being able to branch into multiple potential builds with the char, whilst the Ritualist feels like it’s going to end up hamstrung to Ishtar and even then be inferior.

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First things first, welcome to the forums :blush:

To answer your question, Conjurer is just easier to build when you don’t have many items to choose from. You have Resistance reduction from both masteries, Aura based skills that benefit you and your pets etc. Ritualist on the other hand, needs more help getting to such a point and is more item dependent.

Thank you!

My follow-up question:

You mentioned that the Ritualist needs more gear to get to the “same place” as the Conjuror. Is the Diviner set for a bunch of Reap ghosts capable of performing at the same level as the pet builds for Conjuror? Asking as I’ve seen on spreadsheets and some places saying the Conjuror is a superior pet class, better overall, etc. Would love to hear a differing opinion to maybe focus the Ritualist as my pet class instead and then pivot to vitality type caster w/the other.

Diviner Reap Spirit Ritualist can certainly perform just as well as any Conjurer.

However, as a Pet Class, Conjurers have many variety of builds compared to Ritualists and Cabalists. Hence why they usually tend to be ranked higher.

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Hm…

Re Reads Patch Notes

Makes sure Game was indeed Updated

Reinstalls entire Game to make sure

Fluffy Squishy was clearly supposed to be Nerfed according to the patch…

Sees a 7min Calllagadra kill instead of the usual 10 mins

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Welcome to the 1.1.9.0 party

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