Build Objective: To maximize two different classes’ worth of player-scaled pets, taking one of each as close to 22/12 as possible.
Source of RR:
Elemental Storm - 32 Elemental RR
Frailty - 30 Cold RR
Rumor - 23 Cold RR
Etherial Veil - 18 Cold RR
Magic Mirror - 40% Elemental RR
Total RR - 103 - 124 Cold RR
Equipment
Weapon: Mythical The Barber with Mythical Silver Mirror
Components: Seal of the Night + Seal of Might
Head: Mythical Archmage’s Vicalyke
Component: Living Armor
Shoulders: Mythical Cartosian Scrolls
Component: Living Armor
Hands: Mythical Wilken’s Reach
Component: Ugdenbog Leather
Feet: Tal Rasha’s Stride
Component: Ugdenbog Leather
Belt: Mythical Jang’s Envelopment
Component: Ugdenbog Leather
Pants: Mythical Defiler Cuisses
Component: Scaled Hide
Chest Armor: Tal Rasha’s Relentless Pursuit
Component: Titan Plating
Amulet: Polydegmon
Component: Bloodied Crystal
Rings: Mythical Hand of Hollow Whispers + Mythical Band of Souls
Components: Purified Salt + Imbued Silver
Medal: Regular / Mythical Mark of Divinity
Component: Black Tallow
Relic: Etherial Veil with 3% OA bonus
Devotions: https://www.grimtools.com/calc/m2360JnN
The Wizard was a class I was slightly stumped on how to use its pets to their advantage. Elemental damage and no stackable RR meant I had to pick something that synergized well with it while not hogging too many skillpoints. Magic Weapon, Astral Presence, Diamond Skin, Unstable Anomaly, Energy Armor and Archon are all wonderful passives for the Wizard to incorporate, and that doesn’t go into its two pet skills. Once Grimer introduced the Kunai relics as well as multiple D3 equipment, multiple +1 to Wizard skills gear made playing Wizard much more enjoyable. The items shown above paved the way to get 22/12 Magic Mirror, chosen because the items synergized together much better than going for 22/12 Hydra. It just so happened that the remaining slots made it possible to get Bone Spirit to 21/12, and since you only need Bone Armor + second node, Frailty, and Final Service, you have many skill points to spread among the Wizard’s multiple skills.
It was honestly a bit surprising I was able to get this concept to work as neither Wizard nor D3 Necromancer have any healing abilities and there is no ADCTH to be found. Instead, I take advantage of both classes’ great circuit breakers (Unstable Anomaly is like Blast Shield with massive flat absorption and Final Service is like Menhir’s Will without the weapon requirement) and all healing devotion procs and use Wizard’s great CDR to its fullest potential. Giant’s Blood is attached to Unstable Anomaly because it is the most potent healing with the longest cooldown - you want to make sure the massive regen happens in conjuction with the massive flat damage absorption. Dryad is bound to Meteor as it is extremely reliable. If all else fails, Mark of Divinity gives you one last stand to flee for the other survivability skills to cool down.
As for offense, Mirror Image is great for a 22/12 skill, but you must be wary that you have to wait for the previous images to wear off before casting it again or else 3 of the images die off and you’re left with a wasted cast and 1 Mirror Image. Hydra is okay, but the fact that they are immobile make it difficult for a player to use while constantly on the move. Maximum Bone Spirit is cast by pressing the button four at a time - any more than 4 and the first Spirit you summoned blows up on command - not bad if you’re intending on attacking with your pets only. All of this leads to a bit of spacial preparation so that you have your Hydras and Bone Spirits ready, but the payoff is more than worth it.