TPOM's Grimarillion Build Compendium, Featuring Pets

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

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 2 sources of healing: Tree of Life devotion, 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.


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) - 12 Vitality RR
Cryptstalker Aura - 15 Vitality RR
Spirit Deathchill Aura - 25 Vitality RR
Spectral Wrath - 30 Vitality RR
Rattosh - 25 Vitality RR
Total RR - 132 Vitality RR

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; what used to be an Aether + Vitality hybrid is now a pure Vitality caster - the Spiritbinder Glyph rings convert all of the Wraiths’ cold damage to Vitality, and any kills from the Reap Spirit attack summon Bound Wraiths that also inflict full Vitality damage.

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. Dark Covenant is now a full-fledged heal that provides Critical damage for you and your pets, which compliments nicely with Call of the Grave’s and Hungering Void bonuses.

What’s the secret to this build’s success? Spirit provides a huge number of racial bonuses, especially against Aetherials and Undead. There are two circuit breakers - one from Spirit’s Death Ward and the other from the medal which is the GQ equivalent of Unlife. And Spectral Binding and Spirit Ward combine to give the build over 17K health.

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 - 25 Vitality RR
Rattosh - 25 Vitality RR
Soul of Narzan - 15 Vitality RR
Will of the Fallen - 15 Vitality RR
Total RR - 104 Vitality RR

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 takes the skill Counter Strike close to 26/16, 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 provides a main attack and some great flat Aether damage which is converted to Vitality thanks to the Blood Knight’s helmet and 4 piece bonus. 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.

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

Spirit and Dream pets have been worked on extensively and is now one of the best Mastery combination for pets there is. The Divine Kallixenia’s Momento Set drives the damage toward Vitality damage, converting 100% of Chaos damage from Dream’s Master Mind to Vitality. 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. The changes to GQ equipment mean that you can far more easily cap your pets’ resistances, making it far easier for your double Liche Kings to stay alive.

Build Objective: To make the most of Svylan Nymph using the Druid’s Set.

Sources of RR:
Elemental Storm - 32 Elemental flat RR
Plague - 25 Elemental RR
Squall - 25 Elemental RR
Arcane Bome - 35 Lightning RR
Avatar of Bast - 10 Elemental RR
Total RR - 127 Lightning RR

From the video’s description:
I originally made in my build compendium a Winter Nymph build that converted all of its Elemental damage to Cold damage using various conversion items. Now there is a Druid’s staff that provides +2 to both classes and converts 100% Elemental damage to Lightning, rendering the Cold build moot.

This is a solid build using the TQ Druid’s set, capable of 5 minute Crucible times as well as easy SR gameplay. The key is combining capping your pets’ resistances and maintaining great pet speed with Mogdrogen the Wolf.

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.

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

Sources of RR:
Jade Harvester Haunt - 20 Cold RR
Plague - 30 Cold RR
Mass Paranoia - 30 Cold RR
Rumor - 23 Cold RR
Ethereal Veil - 10 Cold RR
Hand of Ultos - 25% Elemental
Total RR - 113 Cold RR

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, 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. 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 - 30 Elemental RR
Total RR - 133 Fire RR

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.

Build Objective: To showcase one of Grim Quest’s full sets and maximize the Call of the Wild Wolves


Source of RR:
Manticore or Bysmiel’s Command - 28 flat RR
Rogue’s Poison Flask - 30 Poison RR
Plague [Nature’s skil] - 35 Poison RR
Rumor - 30 Poison RR
Aura of Bast pet (Relic) - 10 Poison RR
Total RR = 133 Poison RR

Equipment
Weapon: Divine Strength of the Wild + Divine Cerebus’ Eye
Components: Purified Sale + Imbued Silver
Head: Divine Call of the Wild
Component: Eldritch Mirror
Shoulders: Divine Wisdom of the Wild
Component: Scaled Hide
Hands: Mythical Overlord’s Grip
Component: Ugdenbog Leather
Feet: Mythical Grim Harvest Boots
Component: Spellscorched Plating
Belt: Divine Dementer’s Sacred Leaves
Component: Spellscorched Plating
Pants: Mythical Runebrand Leggings
Component: Scaled Hide
Chest Armor: Divine Resilience of the Wild
Component: Eldritch Mirror
Amulet: Skillful Amulet with +Nature or +Rogue Skills and Chaos/Pierce Resistance
Component: Aether Soul
Rings: Mythical Yogul’s Ichor X2
Components: Ectoplasm X2
Medal: Divine Talisman of the Wild
Component: Aether Soul
Relic: Sigil of Bast

Devotions: https://www.grimtools.com/calc/nZo81EoN

The Divine Aspect of the Wild set is a 5-piece set that’s modeled after the Beastcaller’s Set. Instead of providing 2 Biarthorns, however, it provides +2 to all Nature skills, which is incredible considering how point-heavy the Mastery is. With this set, the Off-hand, the belt, and the relic providing +all skills to Nature, it’s no secret that you’ll be able to maximize the Call of the Wild skill as well as most of the pet abilities. With Bull bound to the Wolves, you get a heavy AoE ability that works perfectly with the wolves’ lanky frames. The Sylvan Nymph provides full Elemental damage, so we ditch it to use Thorn Sprites for additional Poison damage from a distance. And let’s not forget Force of Nature, which does massive damage - especially when you can convert all Physical damage into another damage type.


Rogue class is there with the Mythical Yugol Rings to complete 100% Physical to Acid conversion and give a second source of RR, but that’s not the only thing it gives. The third node of Envenom provides pets with 6% Attack Damage converted to Health, so even with the low amount of external heals, Wolves have been able to survive difficult battles. The second node provides Poison and Acid and Vitality resistance, which is especially helpful as none of the set items provide that particular resistance. Grace of the Korbyites provides a great low cooldown heal.

If you obtain Pierce resistance in the Amulet, you can use Mythical Tasker and Theo gloves as a way to keep your damage RNG-proof, but please, fix this (look at the Armor value):

Build Objective: To throw as many Eyes of Dreeg at the enemy as possible.

Rogue Poison Gas Bomb - 32 flat RR
Summon Epailos - Torment - 37 Acid RR
Necrotic Primordial Transfer - 25 Acid RR
Rumor - 30 Poison RR
Persephone’s Ring - 10 Poison RR
Total RR - 134 Poison RR

This is the newest version of the Eyes of Dreeg build, and instead of having to rely on equipping the required weapon to obtain our eyes, we can equip it using the Reskill components. The Quillthrower of Dreeg proc is added as a weapon component, and the Eyes of Dreeg proc from the Occultist set is added as a component to the amulet slot.

In addition to the bountiful eyes, the Rogue’s Summon Epailos is heavily invested in this build, including taking the weapon that allows you to summon an additional minion. The main attack of this build outside the eyes is Necrotic’s “Claw of the Beast”, which is used for its quick casting speed and multiple hit applications, making it perfect for proccing devotions such as Eye of the Guardian and Rumor. Rogue’s Poison Gas Bomb is also an excellent skill, blowing into multiple fragments which also provide excellent devotion application.

The final class feature (at least before Fallen Gods) is Crusader!

Gaze upon the sky and be blessed with heavenly strength. The Crusader’s array of skills is nearly wholly focused on the Holy Attribute - in this case, the combination of Fire and Lightning. An auto-attack called Punish, a high WD strike called Condemn, auras centered around Laws, and throwing giant maces that remind you of Thor throwing down the hammer; whatever the Crusader lacks in abilities, it does not lack in thematic fervor. The auras are fairly mundane compared to other classes, and as they are Exclusive abilities, Crusader does not mix well with other classes who are reliant on their Exclusives. What makes this class stand apart then? The Heavenly Strength buff! The Crusader has been bestowed by the Gods of Cairn with such might that it can carry Melee Weapons all other classes require lifting with 2H and lift them easily on its shoulders; the only catch is that it requires you to place a Shield in your Off-hand slot for it to work. The most obvious way to take good advantage of this is to use the 45% Physical Conversion (to either Fire or Lightning) and combine it with a 15% Conversion Shield to get nearly 100% conversion just by using 10% conversion components in both weapon slots. The other interesting way of using this unique ability is combining shield-centric sets with Crusader weapons to bring out the most of that set.

Crusader also brings two player-scaled pet skills into the fray. The first is Phalanx, and unfortunately, ever since the cooldown was increased to 30 seconds, I find this to be an utterly worthless skill without some serious help from item modifiers. There are simply many better uses of skillpoints - whether they be the autoattack skill, the passives, or the second pet skill: Ray of Light. This skill is a true death beam coming from the sky and you can direct it towards enemies using the Pet Attack key. Only recently have they been given stackable Resist Reduction, which made a great skill even better. If there is any reason to play this class, it’s to rain down a column of death beams from above. Rounding out the Crusader’s abiities are a Mirror-like invulnerability skill, a Blitz-like mobility skill, and a circuit breaker that activates on low health. All in all, it’s a well-rounded class that’s only limited by small damage variety and skill point distribution.