TPOM's Grimarillion Build Compendium, Featuring Pets

A little background to this: early on in AoM, an Agrivix Spellbinder was posted in the forums under the name of “Manly, Beefy caster.” Having been a huge Tim Follin fan before I had Grim Dawn, there was no way I was going to put the game down before making a beefy caster of my own. To make things more interesting, I decided not to include either Arcanist or Necromancer, but instead use the Demolitionist, as the bonuses to Vindictive Flame make the character truly beefy and Ulzuin’s Wrath has the effect of punching bad guys in the face without even making a move to hit them. Thus, this build was born.

Sources of RR:
Agrivix pets - 24 flat RR
Spectral Miasma - 30 Aether RR
Thermite Mines - 35 Aether RR, 32 Lightning RR
Widow - 35 Aether + Lightning RR
Divine Sword of Damocles - 20 Aether RR, 15 Lightning RR
Crosier of Osirus - 15 Aether RR
Total RR - 159 Aether RR, 106 Lightning RR




Ignore the DPS line in the first picture, I use the keyboard to take snapshots and sometimes it doesn’t properly show the main skill.

Equipment
Weapon: Divine Sword of Damocles + Mythical Codex of Agrivix
Components: Seal of Blades + Purified Salt
Head: Satyr Craft with +1 to Spirit Skills with suffix “of the Flesh Hulk”
Component: Living Armor
Shoulders: Mythical Mantle of Agrivix
Component: Living Armor
Hands: Mythical Gabriel’s Vambraces
Component: Restless Remains
Feet: Mythical Stormtitan Threads
Component: Ugdenbog Leather
Belt: Divine Sash of Erebus
Component: Ugdenbog Leather
Pants: Mythical Arcane Harmony Leggings
Component: Spellscorched Plating
Chest Armor: Mythical Vestments of Agrivix
Component: Titan Plating
Amulet: Mythical Arcane Shard of Agrivix
Component: Bloodied Crystal
Rings: Mythical Seal of the Blazing Inferno + Divine Thoth’s Mark
Components: 2X Bloodied Crystal
Medal: Divine Anubis’ Wrath
Component: Arcane Spark
Relic: Crosier of Osiris

Agrivix Set comes with a huge amount of Cast Speed when you select Demo, as the 4-pc set bonus provides 10% Casting Speed to Vindictive Flame in addition to its normal speed bonus. Naturally, I looked for sklils that focused on Casting Speed and settled on a Channeling build, as I have attempted others in the past without great results. The kicker to choosing the Divine Sword of Damocles is that 100% of the Vitality damage in Drain Life is converted to Lightning; granted Lightning is only about 25% of the skill’s damage, but it gives the Demo class an advantage Arcanists and Necromancers don’t have: free Lightning damage boosts and RR. Spirit also has a Casting Speed buff, and both Dark Covenant and Circle of Power provide the OA you need to Crit consistently to activate the weapon’s RR. With 200% Casting Speed, Drain Life hits around 4+ times per second; while the damage needs some time to ramp up due to applying Widow, you have enough buffers that you can focus on your channeling without having to constantly kite.

The kicker to Ulzuin’s Wrath is that it can knock enemies over who are susceptible to it, allowing you to continue draining them without having to re-position yourself. Outside of Vindictive Flame, Thermite Mines, and Flame Touched, the only remaining skill I take is Blast Shield; taking Giant’s Blood bound to Blast Shield is perfect for a full heal just as you hit the circuit breaker. Combined with Spirit’s circuit breaker and Tree of Life, and you have multiple ways to heal yourself when Drain Life and Ulzuin’s Wrath are not enough.

The weakness of combining Drain Life with Agrivix’s Set is that you need to take several equipment slots away from Aether damage, so you have only 1900% Aether damage before Spirit bonuses. That will make this build weaker than more Aether focused builds like Spirit + Necromancer. You will have to keep an eye on your Blast Shield and Spirit circuit breaker cooldowns and make sure to distinguish between enemies you can tank and enemies that you have to disengage. This build is able to beat SR65-66, including beating Aether Resistant enemies like Reaper; but it is a harder challenge to clear the challenge with this build than other builds. Still, though, between two circuit breakers, Behemoth, Tree of Life with large natural Health Regeneration, and 26/16 Drain Life, this build satisfies the search for the Beefy Agrivix caster.

Build Objective: Raise the best Skeleton Army imaginable!


Sources of RR:
Guardian of Death’s Gate - 25 flat RR
Frailty - 30 Vitality RR
Spectral Wrath - 35 Vitality RR
Rattosh - 25 Vitality RR
Total RR - 115 Vitality RR

Equipment
Weapon: Mythical Guardian of Death’s Gate
Components: Seal of Might
Head: Mythical Mask of Scarlet Death
Component: Living Armor
Shoulders: Pauldron of the Skeleton King
Component: Living Armor
Hands: Mythical Tasker and Teo
Component: Ugdenbog Leather
Feet: Mythical Grim Harvest Boots
Component: Ugdenbog Leather
Belt: Mythical Spiritseeker’s Cord
Component: Ugdenbog Leather
Pants: Mythical Golemskin Breeches
Component: Scaled Hide
Chest Armor: Mythical Necrolord’s Shroud
Component: Titan Plating
Amulet: Bysmiel’s Iris
Component: Aether Soul
Rings: 2X Mythical Spiritbinder’s Glyph
Components: 2X Bloodied Crystal
Medal: Divine Ankh of Isis
Component: Black Tallow
Relic: Mogdrogen’s Ardor (Pierce Resistance bonus)

Devotions: https://www.grimtools.com/calc/YVWgQ07V

Featuring the most ever amount of skeletons in this build - 32 Skeletons + 1 Blood Golem!

Getting Skeletons to work in FG is not an easy task, and even harder when you have 2 classes of Skeletons and neither of them have decent pet Health, Resistances, or pet Healing (at least with this set-up). Combine that with the most heavily resisted damage type in the game and it’s a wonder I was able to have this work at all. Thankfully, the D3 mod has provided numerous Skeleton-based equipment that allows me to fully cap Command Skeletons at 26/16, leaving me the rest of the slots to focus on vanilla Necromancer’s Raise Skeletons and keeping my pets healthy.



Sadly, I’m not able to use Time Dilation to provide a more reasonable upkeep for Call of the Grave + Frenzy, as you need the Empiryon Constellation just to give yourself enough resistances to survive the onslaught. It’s definitely worth it, though, as you need your Skeletons to survive long enough that you only need the occasional re-summon to keep your army in fighting shape. Similarly, investing in further RR is more important than investing in Shephard’s Crook, especially as between Call of the Grave and Frenzy, you will raise your pet stats to the point where more pet damage will result in diminishing returns and raising RR - especially against heavily resistant Nemeses - is more worth it.

Instead of taking Commander of the Risen Dead and focusing on Aether damage, we instead take Guardian of Death’s Gate + Master of Death to give our pets 100% Physical to Vitality conversion, with 2X Spiritbinder Glyphs giving us 100% Elemental to Vitality so we can use Skeleton Archers as well. Damage-wise, this build best benefits from Command Skeletons with Aetherfire bound to them, as it’s the only devotion left that doesn’t have a cooldown, so you have 13 Skeletons stacking up Aetherfire pools for good damage. Skeleton Archers take the Bat devotion, as they are less sturdy than Command Skeletons and I find myself having to resummon these Skeletons the most. Raise Skeletons takes up the Rattosh devotion, ensuring that the RR stays on the enemy for the whole fight.

To keep the Skeletons alive, I provide 3 sources of healing: Tree of Life devotion, the medal provides a 100% upkeep heal on hit, and Bysmiel’s Authority gives us an on-command heal while giving pets flat RR on hit. Combined with Necromancer’s Spectral Wrath and Skeleton’s Rattosh devotion, and you have nearly 100% maximum RR working at all times, having only to cast Frailty to get the rest of it going. You can’t really do anything about the lack of pet Pierce Resistance, meaning Fabius is going to be a pain for this build. Outside of that, you have 80-85% resistances all around, meaning that as long as you’re careful about pulling bosses, you can even survive Shattered Realms without frantically resummoning your Skeletons all the time.

I’m happy to report that this build is 65-66 viable, though I lost the Timer in Shard 66 due to having unexpected Alex meteors in the exploration Shard and not seeing Grava’s nullify projectile in the boss room. The fact that Skeletons can even beat Grava is reason to boast, as I had the misfortune of facing him in both Boss Rooms and came out just fine. Definitely keep your camera zoomed in so you’re not facing more than 2 Nemeses at once.



Sadly I can’t get the whole gang together, so instead this picture is of Wraiths fighting Wraiths

Build Objective: Make the best use of a Diviner’s Set hybrid possible.

Source of RR:
Diviner’s Set Helmet - 25 flat RR
Ill Omen (Diviner’s Helmet Mod) - 10 Aether RR + 10 Vitality RR
Cryptstalker Aura - 15 Aether RR + 15 Vitality RR
Spirit Aura - 26 Aether RR + Vitality RR
Spectral Wrath - 36 Aether RR + Vitality RR
Arcane Bomb - 35 Aether RR
Rattosh - 25 Vitality RR
Crosier of Osiris Relic - 15 Aether + 15 Vitality RR
Total RR - 162 Aether RR + 152 Vitality RR





All pictures are with permanent buffs only, Circle of Power and Dark Covenant help with the low OA.

Equipment
Weapon: Cryptstalker + Diviner’s Codex
Components: Seal of Blades + Purified Salt
Head: Diviner’s Helm
Component: Enforcer
Shoulders: Diviner’s Mantle
Component: Scaled Hide
Hands: Mythical Aethereach
Component: Restless Remains
Feet: Mythical Greaves of Ill Omen
Component: Ugdenbog Leather
Belt: Mythical Spiritseeker Cord
Component: Ugdenbog Leather
Pants: Mythical Rifthound Legwraps
Component: Scaled Hide
Chest Armor: Diviner’s Raiment
Component: Titan Plating
Amulet: Divine Blessing of the Gods
Component: Black Tallow
Rings: Divine Celestial Band + Mythical Screams of the Aether
Components: Bloodied Crystal X2
Medal: Divine Anubis’ Wrath
Component: Black Tallow
Relic: Crosier of Osiris

Devotions: https://www.grimtools.com/calc/qNYo6BrV

The Diviner’s Set is back, and since sadly there are no Spirit pets that are immortal, the best way to build a Diviner’s Set pet build is to do away with the Spirit pets all together and focus on big Reap Spirit damage. The set itself has undergone a lot of changes since the initial build post; instead of converting 100% Cold to Aether, the 3pc bonus now converts 30% Cold to Vitality, a rather odd decision since there are no other pet Cold conversion items in the game to stand beside it. Instead, as Elemental conversion takes precedence over Cold conversion, we use the Aethereach gloves to convert 100% pet Elemental damage to Aether and make it a true Aether / Vitality hybrid.


Cryptstalker is a new addition to Grim Dawn from v1.1.6.0 - it provides a 15% Aether and Vitality RR aura 5m around the character. Normally, that would spell disaster for pet builds, but since Spirit’s Deathchill Aura is also a 5m aura that provides Vitality and Aether RR, the weapon is a great fit for this build. To provide the necessary staying power to keep within that radius, we use Dryad bound to Reap Spirit and we heavily invest in Soul Feast to combine with the Rattosh devotion to provide 25% Life Leech RR; since Nemeses often have 90%-95% Life Leech Resistance, being able to reduce it that much results in a substantial increase in Life Leech, especially as both Reap Spirit and Bone Harvest are >100% WD abilities to complement the build’s 19% Life Steal. Circle of Power is necessary to provide the player an additional 100 flat OA, Life Steal, and Life Leech Resistance. Dark Covenant is now a 50% uptime buff that provides over 10% OA and Physical Resistance; make sure to use it when you have a low number of Wraiths so that the pets can do the heavy lifting once the buff’s duration is complete.

What’s the secret to this build’s success? Spirit provides a huge number of racial bonuses, especially against Aetherials and Undead; Purified Salt, Divine Anubis’ Wrath, and Mythical Screams of the Aether also provide racial damage to Aetherials. Combine that with >150% RR for both Aether and Vitality damage and even Aether resistant enemies have a hard time withstanding repeated Reap Spirit barrages. The build is blessed with a huge pet OA even before Mogdrogen’s Howl of the Wolf, so once the build gets rolling, the Wraiths will pummel everything as long as they keep within your circle. I’m proud to report that this build has succeeded even my wildest expectations and is the first hybrid pet/player build I’ve found that can even surpass SR 65-66 with ease.

Hi TPOM,

Really enjoying your compendium! Quick question, how did you get your blood golem to work in the D3 Necro + vanilla necro build? The current D3 Necro build in Grimarillion 62a causes a crash to desktop when the blood golem transmuter is used and you summon the blood golem (D3 mastery author has it fixed in the update this week, but it’s not incorporated in Grimarillion yet). I’ve been wanting to try a similar build as yours, but with Spirit.

Build Objective: To use the Blood Knight set with the Raise the Dead devotion for maximum player-scaled skeletons

Source of RR:
Raise the Dead - 24 flat RR
Trance of Clairvoyance - 32 Vitality RR
Rattosh - 25 Vitality RR
Soul of Narzan - 15 Vitality RR
Divine Zhulu proc - 15 Vitality RR
Divine Arburing + Mythical Cursebearer - 22 Vitality RR
Total RR - 133 Vitality RR


Equipment
Weapon: Divine Zhulu + “Supercharged” Colossal Fortress (prefix with CDR is mandatory)
Components: Haunted Steel + Boyarsky’s Chip (rare component found with D3 merchant)
Head: Blood Knight’s Visage
Component: Titan Plating
Shoulders: Blood Knight’s Scolls
Component: Sacred Plating
Hands: Valguur’s Touch
Component: Ugdenbog Leather
Feet: Mythical Boneshatter Treads
Component: Ugdenbog Leather
Belt: Divine Pythia’s Bindings
Component: Ugdenbog Leather
Pants: Mythical Boneweave Leggings
Component: Ancient Armor Plate
Chest Armor: Blood Knight’s Armor
Component: Titan Plating
Amulet: Blood Knight’s Pendant
Component: Tainted Heart
Rings: Divine Arburing + Mythical Cursebearer
Components: Bloodied Crystal X2
Medal: Satyr Craft with +1 Dream Skills with suffix “of Tormented Souls”
Component: Tainted Heart
Relic: Serenity with 3% DA bonus

Devotions: https://www.grimtools.com/calc/m23L3LjV

The Blood Knight build used to be property of Necromancer + Terror Knight, except when I tried it in the Shattered Realms, the timer would run out before I’d even hit the boss segments! The Necromancer section simply didn’t have the strength to handle the SR content, so instead, I switched over to the Soldier class (and good thing as well, as Soldier was the hardest class to figure out how to incorporate pets with it) and it works much better. The Blood Knight set and the Shield take the skill Counter Strike to 26/16 with only a 0.2 sec recharge between each strike, converting all of its damage to Vitality. Solider passives work tremendously well here, with the large OA bonus from Field Command and Fighting Spirit helping to get the Crit attacks necessary to activate the weapon RR; free armor absorption to help with filling out resistances, and Menhir’s Will to work alongside Serenity and Giant’s Blood to make the build tank any group of monsters that come your way. As the class provides no RR of its own for a damage type that is often heavily resisted, we bring in three slots that add RR procs to help along.


The Dream class may provide little more than RR, but there’s one stat that sticks out that helps this build out greatly: CDR. The flat Aether damage is converted to Vitality thanks to the Blood Knight’s helmet. Otherwise, the bottom row of passives and Foresight, which is the GQ equivalent of Necromancer’s Mark of Torment, rounds out the rest of the build: total Speed, an Arcane Will equivalent proc, Vitality and Chaos resistances, and Retaliation damage which helps bolster Counter Strike’s damage.

This build has no problems face-tanking multiple Nemeses, and having Blitz and Rune of Vampiric Shadows (combined with 32% CDR for quicker activation) provides the mobility you need to pass SR65-66 with little trouble.

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Build Objective: To feature the Spirit and Dream pets as they have the best synergy with each other.

Sources of RR:
Gatekeeper skill or Prophecy Amulet skill - 20 flat RR
Deathchill Aura - 30 Vitality RR
Trance of Clairvoyance - 30 Vitality RR
Rattosh - 25 Vitality RR
Total RR - 105 Vitality RR




First pet stats sheet is with permanent buffs only. Second pet stats sheet is with all procs active with the exception of Hungering Void and Divine Prophecy (amulet skill)

Equipment
Weapon: Mythical Gatekeeper
Component: Seal of Might
Head: Mythical Beastcaller’s Helm
Component: Living Armor
Shoulders: Divine Oberon’s Mantle
Component: Living Armor
Hands: Mythical Touch of the Everlasting Grove
Component: Spellscorched Plating
Feet: Mythical Grim Harvest Boots
Component: Ugdenbog Leather
Belt: Mythical Sash of Erebus
Component: Spellscorched Plating
Pants: Mythical Golemskin Breeches
Component: Silk Swatch
Chest Armor: Divine Robes of Helios
Component: Hallowed Ground
Amulet: Divine Kallixenia’s Prophecy
Component: Aether Soul
Rings: Divine Ethereal Band + Divine Kallixenia’s Glyph
Components: 2X Bloodied Crystal
Medal: Divine Kallixenia’s Brooch
Component: Black Tallow
Relic: Mogdrogen’s Ardor (3% DA bonus)

Devotions: https://www.grimtools.com/calc/dVba3D32

Spirit pets were the hardest to work with for me as the Spirit class has no pet resistances (outside of Physical with Dark Covenant active) and the Divine Kallixenia’s Momento Set drives the damage toward Vitality damage. The set provides double Liche King summons; according to ASLYUM, the Liche King is modeled after the Raven, but with an immunity to Vitality damage instead of Lightning damage. Vitality damage is ideal for immunities, as attacks with %Reduction to Health are partly mitigated by Vitality resistance. Offensively, Vitality pets have a huge benefit to damage; between Hungering Void & the Gatekeeper proc, you have an extra 720% Vitality damage in addition to the 1600% All Damage bonus taken from the above pic + 200% All damage bonus from Hungering Void. Once you include the flat damage bonuses from Dark Covenant (converted from the Gatekeeper), the damage can be unreal. However, the devotion path comes at the cost of the challenge of keeping the pets’ resistances at the cap. Both the Skeletal Soldiers and Liche King have separate skills that raise their Elemental resistance, but that only applies to themselves and not the Outrider or Nightmare pets. Currently, my jewelry augments are 2X Atephs Will (since pet Bleeding resistance is nowhere to be found) and 1 Sylvarria’s Essence; hopefully, is a future patch grants my request for the Divine Sash of Erebus to give pet resistances identical to Mythical Spiritseeker’s Cord, all of the pet resistances will be more or less covered for the Skeletons and Liche King, at least.


The Dream class was taken as the weapon and amulet provide +3 to Dream skills; with my experience with Summon Nightmare (including a particularly meme build involving Occultist + Dream and the weapon that converts Nightmare’s damage to fire), the Nightmare pet works best when you have other pets that take the front lines. Having Dream Surge at 22/12 is great as the ripples more rather fast and the pierce through enemies feature is amazing to bring down crowds.


The rather significant weakness to this class, however, is that Dream’s Vitality RR works similar to Necromancer’s, meaning that you have to have the sustain an toughness to have enemies hit you before the RR can be applied. Combined with Spirit’s Deathchill Aura and a negative health regen under Hungering Void, you’ll have a lot of hair-raising moments - make sure you have lots of Health potions. I had tried SR65-66 with a second Sylvarria’s Essence instead of Ateph’s Will - I was able to beat Kubacabra at SR66 in the small SR realm, even with its high Vitality resistance and Bleeding pools that made mincemeat out of the low pets’ Bleeding resistance with only 1 augment. That should be encouragement enough to play this build; the only instant reset enemy I’ve found is SR Korvaak and its second phase that melted all my pets - though that was when I had a different devotion set-up and less-quality boots where my pets had 15% lower Elemental resistance than I have now.

Build Objective: To make the most of Svylan Nymph by converting all of its Elemental damage to Cold.

Sources of RR:
Elemental Storm - 32 Elemental flat RR
Plague - 35 Elemental RR
Squall - 35 Elemental RR
Rumor - 23 Cold RR
Avatar of Bast - 10 Elemental RR
Total RR - 135 Cold RR


Equipment
Weapon: Divine Spear of the Dryads with Divine Zeno’s Third Paradox
Components: Seal of Might X2
Head: Mythical Winter King’s Crown
Component: Enforcer (Diablo 3 blacksmith component)
Shoulders: Divine Druid’s Mantle
Component: Scaled Hide
Hands: Mythical Touch of the Everlasting Grove
Component: Ugdenbog Leather
Feet: Mythical Grim Harvest Boots
Component: Ugdenbog Leather
Belt: Divine Dementer’s Sacred Leaves
Component: Ugdenbog Leather
Pants: Mythical Runebrand Leggings
Component: Scaled Hide
Chest Armor: “Sky Nomad’s” Saytr Craft (gives +1 to both Nature and Storm)
Component: Titan Plating
Amulet: Divine Druid’s Totem
Component: Aether Soul
Rings: Divine Ring of Gaia X2
Components: Bloodied Crystal X2
Medal: Dreeg’s Mark of Chills
Component: Aether Soul
Relic: Sigil of Bast (+1 to Nature Skills)

Devotions: https://www.grimtools.com/calc/DV9LmE62

This build used to be a Thorn Sprite build, but since the Divine Call of the Wild build invested quite heavily in Thorn Sprites, I decided to instead focus on the Svlan Nymph. I would love to one day post the Corrupted Nymph build that uses the Shikigami staff, but so far I have not been able to have it pass SR65-66; Vitality pets are very hard to balance having the damage to get past heavily resisted Nemeses while also having the pet resistances to survive. Svylan Nymph was recently revamped in Grim Quest v75 from a mixture of Acid and Elemental to fully Elemental; this is the only fully Elemental pet in Grimarillion. There is a GQ Nature + Storm set that focuses on the Nymph, but to fully convert pet Elemental damage to Cold, the Crown of the Winter King and Dreeg’s Mark of Chills are both required. The helm blocks the full set, so instead we use the Spear of the Dryads which summons 2 of both Svylan Nymph and Storm’s Winter Sprite while taking the Zeno’s Shield which not only helps getting both Nymph skills to 22/12, but it converts 100% of Winter Sprite’s Vitality damage to Cold (overriding the Spear’s Vitality to Elemental conversion) while also giving a modifier that adds 50% pet Weapon damage to Winter Sprite. We take the amulet to provide +1 to all TQ Druid skills and the shoulders to give the 2-pc 8% DA bonus while also giving pet Aether and Chaos resistances.



The chest slot is a rare Satyr craft that gives skills to both Storm and Nature. It took me 30 crafts to come up with this specific prefix, so it’s not as rare as the desired “Stonehide” Stoneplate Greaves are in the regular Grim Dawn game. I ended up GDStashing the suffix “of Mending” which is a common suffix that boosts Health Regeneration, but really any suffix that helps with your defenses is suitable as long as you have the prefix. The image is with both Tree of Life and Giant’s Blood active (the boss room has plants that whack me to activate the procs), and you can see that this build can get over 3,000 Health Regen. The rings and the Druid’s set provides plenty of skill points to Storm’s Storm Nimbus; combine this with Nature’s Tranquility of Water and you have tons of flat damage and all of it is converted to Cold. Winter Sprite, although it does not have a portrait like most pet skills, is a tank, and with only 2 active skills (Plaque and Squall for RR), it easily peels aggro from you.


I will shamefully admit that I posted months ago that Kodoma’s health regeneration for pets wasn’t sufficient to help in survival; with most pets having 40K+ health, pets would need at least 4K regeneration to match a build with 2K regen, and pets have far fewer source of health regen bonuses than players do. Now, having tested it, I fully retract any misgivings I have about the Kodoma; granted, Tree of Life is still necessary to provide an instant heal to take Nemesis hits, but I was very impressed at how the Nymphs and Sprites could get through the SR chunks with barely a scratch. While most pet builds are very single target oriented with lower AoE, Svylan Nymph’s Nature Wrath ability is very good at AoE, and Winter Sprite’s Boreal Smash is a radial AoE. Force of Nature provides good single target damage, especially since having 100% of damage as Elemental helps against Cold-resistant Nemeses like Kuba and Fabius.

As a bonus, having the Nymphs damage from far away made it the ideal build to bag me my first Bilial kill (shown above). Bilial, when either killed or the SR chunk is cleared, drops the “Medal of Bilial,” which gives +1 to a random D3 class and converts 100% damage to either Aether or Acid. It would be fun to showcase this medal one day assuming I can get the right damage and class combination, as it is currently impossible to GDStash the desired affixes.

Damn!

Thank you so much, TPOM, you’ve put a lot of work into this.

(Must shout out to all the devs for the work they’ve put in to the various mods).

Do you think these builds are viable WITHOUT the equipment you’ve listed?

P.S. Did you ever do anything like this for DAIL?

Do you think physical based build of nature+occultist would work? There would be sources of RR from plague, cof, and manticore at least. Since i don’t have items for all these fancy full conversion builds in this mod. I’m not sure about rest of the devotions though.

Build Objective: Create a pet build with Arcanist that makes good use of 22/12 IEE and combine Star Pact with Refresh for near-extreme CDR possibilities.

Sources of RR:
Elemental Storm - 32 flat RR
Plague - 42 Elemental RR
Eldritch Fire - 23 Fire RR
Total RR - 74 Elemental RR, 95 Fire RR


Equipment
Weapon: Kuan Ti’s Sorrow
Components: Seal of Might
Head: Mythical Clairvoyant’s Hat
Component: Eldritch Mirror
Shoulders: Elite Wendigo Spellweaver Spaulders
Component: Scaled Hide
Hands: Mythical Overlord’s Iron Grip
Component: Ugdenbog Leather
Feet: Mythical Footpads of the Grey Magi
Component: Ugdenbog Leather
Belt: “Subjugator’s” Malmouth Arcane Girdle
Component: Ugdenbog Leather
Pants: “Taskmaster’s” Bysmiel Pants “of Soulwarding”
Component: Scaled Hide
Chest Armor: Fateweaver’s Raiment
Component: Eldritch Mirror
Amulet: Mythical Sovereign Ruby of Domination
Component: Aether Soul
Rings: Black Pearl Ring X2
Components: Purified Salt + Imbued Silver
Medal: Satyr Craft with +Nature skills and suffix “of the Wild”
Component: Black Tallow
Relic: Primal Instinct with +Nature Skills

Devotions: https://www.grimtools.com/calc/mN4qr7B2 [Mogdrogen + Magi]
https://www.grimtools.com/calc/62a4gdBN [Ishtak + Amatok]

Arcanist is often delegated to sub-standard support category: not enough resistances for the player and only one skill suitable for pets. Then again - 25-30% Crit damage is amazing no matter the source. Vanilla pet builds incorporating Arcanist were mainly Lightning based builds, whether that’d be dual Raven Warlock or Beastcaller’s Druid. Grimarillion, however, multiplies the number of good concepts a pet build can take advantage of. The much more varied ways to get +All Skills is essential to getting the essential Arcanist skills down while grabbing the major pet skills, but the biggest addition to Arcanist builds is the Black Pearl Rings, which grant up to 24% Physical to Elemental and are craftable at the Satyr. You can get a full 100% conversion if you use the Zunimassa’s Set Off-Hand, but a staff that provides +2 to All Skills is much more valuable, especially as it cuts down on the amount of equipment neessary to get 22/12 to IEE.

AoM was kind enough to grant two pieces of equipment that give bonuses to IEE as well as pet bonuses, and best of all, they are faction items. Black Pearl rings used to provide +1 to All Skills, but despite the nerfs, you only need Footpads of the Grey Magi in addition to the AoM faction items in order to get to 22/12 IEE, and with it - 114 Elemental Damage when Manifestation is taken. The other major benefit of choosing Arcanist as a pet Mastery is that the chest piece Fateweaver’s Raiment gives relevant skill bonuses, and equipping it grants 15% to All Resistances for you and your pets. The +All Skills is very helpful in getting the other skills as well: Inner Focus allows you to get the Spirit neccesary to equip the Staff. Mirror and Nullification are the staple Arcanist skills where placing points into the ability allows you to use it more often. Maiven’s Mirror + Conversion provide free damage absorption (it’s not as if you’re doing any damage for the penalty to matter) and Stun Resistance. Mental Alacrity gives you good Energy Cost reduction for just 1 point + bonuses. Finally, Star Pact is the original CDR Exclusive, and since Nature has no Exclusive ability, you feel no guilt in choosing it.

The weakness of Arcanist Mastery is that you have no RR avilable for your use. OFF is much more useful in Grimarillion than in Vanilla as the amount of trash mobs susceptible to freeze is jacked up by orders of magnitude - more trash to freeze means more Fire RR stacking. As Tri-Elemental RR is hard to obtain and you only have a few skills that can even proc the abilities, I stack towards Swarmling’s Fire Damage: Eldritch Fire for the RR, Magi for the Wolves to provide nice AoE capability, and Mogdrogen + Attak Seru for the T3 pet devotion + high DA stacking. While Mogdrogen is traditionally seen as weaker, I take it to take good advantage of the build’s innate Crit damage potential while using the swarmling’s temporary status to fish out as many attacks with them as possible. Due to the last of abilities to proc Mogdrogen, especially against bosses, I put up a Ishtak + Amatok build that provides similar numbers for pet Speed and OA. If you are thinking of using Hand of Ultos for additional RR, the multiplicative nature of the RR is far less useful when you are not stacked with multiple sources of stackable RR, so it is out.


This build is made to glorify our little Nymph, as having 17/12 Nature’s Wrath along with an additional 188% Elemental damage and flat OA thanks to the Kodoma is a big boost that you won’t see in your stat sheet. In terms of flat damage, however, the Nymph still lags far behind Swarmlings, so I’m not sure whether Nymph is too underpowered. There is a bow that provides a second Nymph, but it is unsuitable for Elemental or Poison builds - it appears that it was meant to be used for Nature + Hunting Physical + Pierce pets. Still, with 41% CDR between Star Pact, Helm, Staff, and Amulet and Refresh to keep Force of Nature and Sovereign buffs up, you should be able to keep your focus on damage.

Fifth Class Feature is Witch Doctor!

Witch Doctor was given a hearty introduction with my first build in the Compendium, using the Zunimassa Set that gives +2 to Witch Doctor and makes Tiki Warriors quasi-permanent pets. Sadly, before D3’s ultimate update that introduced the Kanai’s Cube, the Zunimassa Set was the only way to get +All Skills in Witch Doctor, which is a shame since Witch Doctor is a heavy, heavy skill-point hungry Mastery, and that’s true whether or not you make a pet build with it. Witch Doctor has multiple buffs, a passive to help with Energy Regeneration, 2 flat RR abilities - one for Elemental RR that gives Damage reduction and the other a standard RR ability, stackable RR that only unlocks when you have 12/12 invested in it and usually needs more than that for the uptime to match the cooldown, and Pierce the Veil- the great offensive buff featured in the Zunimassa build that grants an amazing Damage and OA boost in exchange for a massive Energy Drain that requires you to build around it. Thankfully, there are plenty of classes that grant passive Energy Regeneration and the devotion Harp - and if you need even more than that, Tree of Life - is a universal way to keep your passive Energy at manageable levels when in the heat of battle.

Let’s dive into the abilities themselves: Burning Dogs is largely invested because 16/16 increases the number of Dogs summoned from 3 to 4, and unlike most pet abilities, they are all summoned at once. A neat strategy with this is that if you see any of the Dogs weakened, direct them towards a target and re-summon all of them to pile on their Sacrifice damage. The damage is Physical, so you have to find a way to convert that damage, whether it be Cold through Winter King Sword, Elemental with Zunimassa + Black Pearl Rings, or Acid when FG comes out and you have access to Ghol’s Malice set. You can summon even more Burning Dogs by killing enemies with Grasp of the Dead, but that requires heavy investment in Hybrid gameplay, and the Dog’s mainly Physical damage does not sync well with Grasp of the Dead’s Poison / Vitality damage. Gargantuan has a Poison cloud when you invest 16/16 in it, and Tall Man’s Finger ring + Kunai Relic allows you to summon multiple Gargantuans at once. Tikis are usable even without the Zunimassa Set, but they are then used as a temporary pet similar to Conjure Primal Spirit.

Even if you don’t like looking for pet Stats, player-scaled Witch Doctors can summon multiple pets thanks to the Jade Harvester Set and its emphasis on Soul Harvest. The second node of Soul Harvest is the afore-mentioned flat RR ability, and the last node lets you summon Cold / Vitality pets if you kill enemies with the ability. Additionally, Corpse Spiders are also player-scaled, and you can summon many spiders to swarm the field as long as you have reasonable cooldown reduction. Phantasmal Blast and its second node are low in damage, but amazing for proccing devotion abilities due to the split projectiles. Mass Paranoia is a long uptime + long cooldown ability that grants Fire, Cold, Poison and Vitality stackable RR. Lastly, it’s hard to mention Witch Doctor without promoting its great survivability. Walk the Plane is a Mirror-like invincibility ability that grants a small heal when you soft-cap the skill, and Spirit Vessel is a circuit breaker that heals you for half your health when you reach 30% Health. Overall, Witch Doctor is a great class that’s slightly hampered by the sheer number of skill points and +skill bonuses that are required to make its abilities worth it, but amazing when you pair it with a less-hungry Mastery that helps with more RR capability.


For those who are tired of seeing Pet stats and want to see builds that whack enemies on their own volition, Witch Doctor is the last of my class features that focus on summoning. With the exception of one unrevealed pet build, all builds after this class feature will emphasize on good old-fashioned no-nonsense player-focused builds. There will still be pets, as is the nature of my compendium, but they will all scale with player damage, so you don’t have to go out of your way to build around them, for when they benefit, you benefit as well.

Build Objective: Use the Mythical Queen’s Scepter to get valuable contribution from both player-scaled Corpse Spiders and pet scaled Eldritch Webweavers and Primal Instinct critters

Source of RR:
Ghol’s Set modifier to Mogdrogen’s Pact - 28 flat RR
Ghol’s Set modifier to Devouring Swarm - 20 Poison RR
Ghol’s Set completion Eldritch Aura - 10 Poison RR
Mass Paranoia - 30 Poison RR
Rumor - 30 Poison RR
Total RR = 118 Poison RR


Equipment

Weapon: Dual Mythical Spider Queen’s Grasp
Components: Purified Salt + Imbued Silver
Head: Mythical Circlet of the Great Serpent
Component: Living Armor
Shoulders: Ghol’s Mantle
Component: Living Armor
Hands: Ghol’s Gloves
Component: Ugdenbog Leather
Feet: Mythical Fiendflesh Greaves
Component: Ugdenbog Leather
Belt: Mythical Pack of Deadly Means
Component: Spellscorched Plating
Pants: Mythical Golemborn Breeches
Component: Ancient Armor
Chest Armor: Ghol’s Raiment
Component: Living Armor
Amulet: Mythical Blightshard Amulet
Component: Royal Topaz
Rings: Double Mythical Yugol’s Ichor
Components: Double Ectoplasm
Medal: Ghol’s Mark
Component: Tainted Heart
Relic: Primal Instinct

Devotions: Centered on Harp, Tree of Life, Twin Fangs bound to Corpse Spider, Rumor, and Shepherd’s Crook Grimools coming soon

After much debate as to whether it would even be possible to use Corpse Spiders effectively in a pet build, Ghol’s Malice provides an unlikely solution. For completing the full set, all pets apply flat resist reduction through Mogdrogen’s Pact; that allows me to focus my devotions on Energy Regeneration for a total of nearly 150 Energy/sec to keep Pierce the Veil running and healing to keep me and my pets alive. Additionally, the belt Pack of Deadly Means was recently buffed to enable dual-wielding; as it converts 50% of Vitality damage to Acid, it focuses Corpse Spider’s damage toward acid while allowing the player to dual-wield the scepters. Not only is that great for getting Corpse Spiders to 22/16, it allows you to summon two pet-scaled spiders where 50% of its Vitality damage and 25% of its Cold damage is converted to Acid.

In perfect thematic form, Ghol’s Gloves allow you to summon Elditch Webweavers on Critical Hit, and this build can keep Pierce the Veil long enough to maintain 3,000 OA and reliably summon the Webweavers. Continuously applying Devouring Swarm for the RR also summons Primal Instinct insects for the perfect insect-themed build.

As with other iterations of the insect build, it’s limited by lack of +all skills in Witch Doctor. There are multiple Witch Doctor passives we have to softcap for their additional bonuses, and we have to account for player’s damage bonuses and additional damage and resistances for your pets as well. As we have no CDR and no relevant bonus points in the skill, Conjure Primal Spirit is not much of an option. Instead, we use Summon Briarthorn as the set provides large bonus points and Emboldening Presence provides a great flat OA boost and Physical resistance. Primal Bond is the perfect Exclusive to use, as it provides a good %All damage boost and an excellent 50% pet Crit that goes perfectly with Pierce the Veil’s pet OA boost.


All in all, even though this is a meme build, it can perform admirably considering just how many insects are involved in this build. Nemesis-level enemies can wipe your pets and Queen Spiders are not very durable. However, you have Spirit Walk to provide healing and invulnerability so you can re-summon your pets and throw Corpse Spiders continuously. There is no shame in retreating and toggling Pierce the Veil to recover your Energy for a second round.

Build Objective: Take two classes that are normally used for pet-scaled pets and instead focus on Witch Doctor’s player scaled pets.

Sources of RR:
Mythical Eurydice’s Wedding Band - 28 flat RR
Jade Harvester Haunt - 20 Cold RR
Plague - 30 Cold RR
Mass Paranoia - 30 Cold RR
Rumor - 23 Cold RR
Ethereal Veil - 18 Cold RR
Hand of Ultos - 25% Elemental
Total RR - 149 - 174 Cold RR, depending on initial Enemy resistance

Equipment
Weapon: Mythical Voo’s Juicer with Regular Speaker of the Dead
Components: Seal of the Night + Royal Ruby
Head: Jade Harvester’s Wisdom
Component: Sacred Plating
Shoulders: Jade Harvester’s Joy
Component: Sacred Plating
Hands: Jade Harvester’s Mercy
Component: Ugdenbog Leather
Feet: Uliana’s Destiny
Component: Ugdenbog Leather
Belt: Mythical Belt of Transcendance
Component: Ugdenbog Leather
Pants: Jade Harvester’s Courage
Component: Ancient Armor Plate
Chest Armor: Jade Harvester’s Peace
Component: Living Armor
Amulet: Blessing of the Gods
Component: Tainted Heart
Rings: Mythical Band of Souls + Mythical Eurydice’s Wedding Band
Components: Purified Salt + Imbued Silver
Medal: Satyr Craft with +Nature Skills and Suffix “of the Wild”
Component: Black Tallow
Relic: Ethereal Veil with 3% DA bonus

Devotions: https://www.grimtools.com/calc/q2Mzax4V

The Jade Harvester set combines both Cold and Vitality damage, and since converting Cold to Vitality damage is dull and has been done before (Hint: it involves Storm), we instead go the opposite route and convert for Cold damage. Speaker of the Dead converts 50%, and Mythical Ulzaad’s Channeler could also be used for 25% Vitality to Cold conversion, if you aren’t aiming for maximum pets. Outside of what we’ve already seen with the Nature class, Tranquility of Water has a huge Energy regeneration stat, allowing the Jade Harvester to use Pierce the Veil with no Energy worries outside of building for Harp. Mass Confusion’s cooldown was sharply reduced in the latest D3 patch, making Refresh slightly less in utility than before, but multiple heal spells (one with invulnerability) more than justify Refresh’s usage.

The defining feature of Soul Harvest comes in the final node: if you kill an enemy with it, you summon a player-scaled pet that does Cold + Vitality damage. With our investment, you can summon up to 8 Slaved Souls at once - between CDR / Refresh and Jade Harvester set’s flat cooldown reduction, you can throw Soul Harvest quickly enough to slay multiple groups of trash mobs one after another. Ethereal Veil adds permanent pets that help with RR, so you can easily have over 10 pets attacking the enemy while getting your Soul Harvests ready to get the kill. Equipment is standard, OA is high enough to regularly Crit enemies with Pierce the Veil running, the other slots + devotions are focused on Crit damage. Chillspikes + Blizzard + Hand of Ultos add to DPS when there aren’t many pets in the background, and this build has one of the highest RR out of any of my builds thanks to the 5-pc set bonus and the double RR class selection. Devotions focus on getting Ultos first, then getting the available sources of Crit damage.

Sixth Class Feature is Elementalist!

With the hideously overpowered features of the other Zenith classes (Riftstalker’s innate CDR and 150% Crit Damage, Necrotic’s amazing passives and innate ADCTH, Champion’s stupidly strong passives and huge RR, Terror Knight’s great flat RR and Entropic Reign), Elementalist glides under the radar. Where other classes shine with their main damage abilities, Elementalist shines with its multiple buffs and supporting role - the most obvious of which is the ability to convert 100% Elemental damage to one of the three Elemental types. As such, I focused my builds on those that involve multiple Elemental types and benefit greatly from having Elementalist convert them into a single type. Surprisingly, there are not many classes that fit this mold: classes that do have good Elemental abilities such as Crusader or Wizard don’t have the RR to maintain a decent shred [Elementalist itself just has flat RR, which can easily be replaced by the Rhowan’s Crown devotion if you’re in need of skill points], and those who do have good Elemental RR like Occultist or Champion don’t have any abilities worth the Elemental type conversion. I’m sure that Elementalist’s main damage skills could carry a build if you give it enough skill point bonuses; for the purposes of this Compendium, though, we let it have a back seat so that we can demonstrate what other classes can do when they’re unleashed.

Where pets are involved, Zenith creator Ceno gave all the vanilla pet items such as Primal Instinct to the Elementalist. Two AoE buffs could be used in a pet build, especially since flat Fire damage is great for Swarmlings; however, the focus on fire means that as a support type, Elementalist is particularly outclassed by the Earth class, much less the other 2 Primal Instinct classes Shaman and Nature. Instead, we stick with the player-scaled theme and build around Elemental Seekers. These pets last for 3 seconds and detonate at the target of their choosing; focused on one Elemental type, these Seekers can do great damage, especially with the large Crit bonus they have. With enough CDR to reduce their cooldown to 1 second or less, this devotion proc is amazing with tick debuffs such as Occultist’s Curse of Frailty or Inquisitor’s Word of Pain. In addition, the Flametongue relic provides mini-Seekers of its own; not only is their damage great, but they provide 10% Stackable Elemental RR as well. As such, my Elementalist builds will feature both of these pets. With Blind Sage’s 10 Ascendant and 18 Eldritch affinity requirements, you have to build your devotions around satisfying that and a nice T3 Elemental ability. Fire has Meteors and Cold has Leviathan; sadly, Lightning is the odd man out in this equation.

Build Objective: To use Elementalist’s full Elemental conversion to make single-type Seekers, along with Demon Hunter’s Devastation-like spell, but if Devastation projectiles were birds falling out of the sky.

Sources of RR:
Elemental Storm - 32 flat Elemental RR
Demon Hunter Bolt - 30 Elemental RR
Rumor - 23 Cold RR
Flametongue - 10 Elemental RR
Total RR = 93 Cold RR

Equipment
Weapon: Mythical Etrayu
Components: Seal of the Night
Head: Mythical Silver Sentinel’s Mask
Component: Sacred Plating
Shoulders: Mythical Spaulders of Zakara
Component: Sacred Plating
Hands: Mythical Chilling Grip of Hagarrad
Component: Ugdenbog Leather
Feet: Uliana’s Destiny
Component: Ugdenbog Leather
Belt: Hunter’s Wrath
Component: Ugdenbog Leather
Pants: Mythical Arcane Harmony Leggings
Component: Scaled Hide
Chest Armor: Uliana’s Heart
Component: Titan Plating
Amulet: Mythical Executioner’s Judgment
Component: Tainted Heart
Rings: Alkamo’s Touch of Anguish + Alkamo’s Touch of Dread
Components: Purified Salt + Imbued Silver
Medal: Satyr Craft with +Elementalist Skills and Suffix “of Scorched Runes”
Component: Tainted Heart
Relic: Tongue of Flame with 3% DA bonus

Devotions: https://www.grimtools.com/calc/4Vxg1jv2

The Rain of Beasts ability naturally converts 100% of its Pierce damage into Cold damage, so we take the rest of the build and focus on Cold damage. The build originally used the Mythical Frigid Quillbreath which was primarilly Physical damage. Uliana’s Heart converts 25% Physical to Cold Damage; combined with the Weapon, Amulet, and Component conversion, the build featured 95% Physical to Cold in addition to 55%-60% Pierce to Cold. Then Grimer introduced Mythical Etrayu, and this build transformed from great to monstrous. Hungering Shot is a Savagery-like skill that can reach up to 140% Weapon damage. Hunter’s Wrath adds a 4% Total damage modifier; when added to the 10% modifier from the Demon Hunter’s passive, you can plow through enemies with nothing more than the auto-attack.

Demon Hunter’s Ballistics gives flat Piercing damage, Rapid Fire and Elementalist’s Flame-Touched like buff provides flat Fire damage. With the new 1.0.7.0 augments, you get flat Lightning damage as well; most of the Pierce and all of the Elemental damage is converted to Cold damage. The real pets in this build are Elemental Seekers and Tongue of Flame, both of which are primarily Elemental damage - having them converted into 1 damage type maximizes their damage output - Tongue of Flame specifically has great damage for an Empowered Relic. Chillspikes, Blizzard, and Leviathan provide the AoE, and hard-capping the last node of Hungering Shot provides a near 75% chance to pierce through enemies. Alkamo’s Rings are incredibly tough to find; if you want the Pierce to Cold conversion, Nightscorn rings do just as well, but you would need to find places to get an appropriate OA.

Build Objective: To use both the Wizard’s Hydra skill with the Hydra Scepter, while nearly maximizing Wizard’s Mirror Image as well

Source of RR:
Elementalist Bolt - 25 flat Elemental RR
Hydra - 45 Elemental RR
Eldritch Fire - 23 Fire RR
Flame Tongue - 10 Elemental RR
Elementalist Flame Pillar - 100% Elemental RR
Total RR - 103 Fire RR - 138 Fire RR, depending on initial Enemy Resistance



Equipment
Weapon: Mythical Serpent’s Sparker with Mythical Silver Mirror
Components: Seal of Might X2
Head: Vyr’s Gaze
Component: Sacred Plating
Shoulders: Vyr’s Pauldrons
Component: Sacred Plating
Hands: Vyr’s Grasping Gauntlets (with wrong bitmap, lol)
Component: Restless Remains
Feet: Mythical Firebird’s Tarsi
Component: Ugdenbog Leather
Belt: Mythical Fazula’s Improbable Chain
Component: Ugdenbog Leather
Pants: Mythical Legwraps of the Trainquil Mind
Component: Scaled Hide
Chest Armor: Vyr’s Astonishing Aura
Component: Titan Plating
Amulet: Divine Blessing of the Gods
Component: Tainted Heart
Rings: Divine Star Stone + Divine Seal of the High Priest
Components: Bloodied Crystal X2
Medal: “Elementalist Skills” Satyr Medal with Suffix “Of Arcane Balance”
Component: Black Tallow
Relic: Tongue of Flame with 3% DA bonus

Devotions: Coming soon

I had wanted to make a multiple Hydra build ever since I knew Serpent Sparker came into existence. At the time, Wizard did not have any Elemental Resistance Reduction, so I had attempted a Dual-Wield Serpent Sparker which just barely came into viability. However, once Hydra itself received Elemental RR and the Vyr’s Astonishing Arcana set came out, I respecced out of it and created this beauty. The 4-piece Vyr’s Set comes with a 30% Heal when you use the Archon buff, along with a drastically reduced cooldown. It is, no doubt, an incredibly good set, especially when you combine the other items to hardcap Hydra and Magic Weapon. With the heal from the set, Dryad’s Blessing, and Behemoth bound to Unstability (the level 50 skill at the top right), you have a very sturdy caster on your hands. This allows me to dump as many points into Spirit as possible, resulting in an extra 800% to all magical damage.



To maximize Serpent Sparker’s output, I use Elementalist to convert all the Elemental damage to one type. I could have selected any of the types, but an earlier version of the build used Meteor with the transmuter to convert its damage to fire (all transmuters have top priority over standard conversions like Elementalist). Instead of taking the nuke, however, I decided to go for a magical spin-to-win and take both Arcane Orb and Elementalist’s Might of Magic. Both skills, when you land a hit with them, proc multiple orbs to surround the player; add 4 Magic Mirror at 20/12 and bind Flame Torrent to them and you have a cornucopia of Fire orbs swirling around everywhere.

This build has 40% Physical Resistance, maxed out Secondary resistances, and multiple forms of sustain. This is one of my favorite SR 65-66 runners out there, so I hope that this set and its amazing bonuses can remain intact.

Whoa, this dual Serpent Sparker build is pretty insane. Great work! Will we see a build involving the Monk and his new immortal Mystic Ally? That aura buff he gives is just too sweet. Wondering if it stacks for 2 allies summoned via crudest boots.

I tried using the Mystic Ally before it became immortal and I was miffed at how quickly it kept dying, so I dropped it fairly quickly. Looking through GDStash, the only equipment that gives +Mystic Ally points is Crudest Boots, and outside the Uliana’s Set, there are barely any items that give +Monk skills. That sadly makes it rather limited in how I can fit the Mystic Ally in a build.

I haven’t seen the new aura yet, but having worked with other pet builds with auras, buffs from multiple pets do not stack.

Thanks for the answer. I was wondering how good a player scaled pet build involving the monk would be (maybe with blade spirits). The Mystic Ally aura is really good now, gives %dmg and OA, armor, phys and pierce resist. Combined with one of the 2 defensive mantras, inner sanctuary and the dmg boost from breath of heaven, it could help pets both offensively and defensively. But, as you say, not many +skills to Monk :o

The seventh class feature is Rogue!

With a total of four different damage types to work with and main skills that emphasize each of these damage types, Rogue can help support a multitude of builds with minimal Skill Point investment compared to other classes. A healing ability that provides flat DA, a projectile that provides ample amount of RR as well as damage reduction, a Cadence-like autoattack that can be transmuted from Physical/Pierce into Acid/Vitality, and a passive which provides Attack and Casting Speed; Rogue can greatly help other classes’ abilities shine. Rogue even has its own player-scaled pet for those like having minions around them, but it is not so great that it is mandatory for those who don’t care for such.

Summoners also are wise to pay attention to this class, as Rogue, along with the Storm and Earth classes, provides predominantly Physical pets with the ability to convert their damage into another type. In this case, Physical damage is converted to Acid damage, and it comes with the added benefit of bringing a chance to Fumble / Impaired Aim simply with their attacks. As we have seen with the Nature + Necrotic pet build, Acid is a nicely-supported pet type in Grim Dawn, with multiple equipment and auras that provide flat Acid or Poison damage. In fact, those who are buying the Fallen Gods expansion will treat themselves to the Ghol’s Malice set, which not only enhances pet Poison capabilities, but summons additional pets upon completing the set. I will be theorycrafting a Ghol’s Malice pet build, which I obviously cannot test but will be glad to share my thoughts for optimizing its abilities.