I was just wondering if anyone knows what pets scale with other then weapon damage? I know it seems like when I equip better armor not just better weapons they seem to live longer. I just haven't seen anything official on pet scaling. Would love to know. In act 3 of norm lvl 25 around 350dps and they don't hardly ever die using 4 zombie dogs and gargation. Also use the pet and you take less damage skill forget name. Not sure why I have read so many people complaining about pet firing but the work great for me.
pet scaling is horrible to say the least. hell/inferno the dogs just insta die in 1 hit from regular mobs even when taking the passives to help and even getting the healing rune on zombie dogs. its a huge let down and im really mad that they suck so bad when they are needed the most but even with stacking vit/shield they still insta-died.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Attempted a summoner build on inferno which was pointless.
The dogs gets obliterated and are pointless once you hit a rare pack that zergs you, garg can take a few hits. I'm at about 10k dps and he only does about 2k hits which is pretty bad considering how slow he attacks.
Whilst I'm basing this off inferno, garg was extremely usefell through Nightmare / Hell.
From what I have been reading as far as spells go, it seems they are for strategic purposes only. I know even in normal the dogs would die instantly. I never did try the sacrifice. I am thinking maybe they scale on your intel? I dunno, I am still in nightmare and hell scares me to death! I fear I won't do any damage. I run with a barb and he dies sometimes, thus I am always having to kite. When I kite? I run into more mobs and it's just a cluster F by then.
My gf rolled WD and by the hell act 2 scraped pets out of her build, they're so pathetic in later difficulties that there's no even "strategic benefit" from them. Besides i often see mobs ignoring pets and going straight for caster so it's really hard to understand why blizz gimped pets so much - AI's more intelligent then in D2 where necro pets could keep all harm from him for eternity, yet the pets are badly falling behind as the game progresses. Hehe so much for ppls who hoped to build their WDs around summons (like my gf), to later realise they're pretty much the same wizards coloured in vodoo tones.
I am not too sure if it's because I am still in nightmare, but I do use the Garg. My templar as well as Garg have a pretty easy time keeping things off me. My Garg dies and I just bring him back. He isn't there to tank for me, just keep things occupied when I spirit walk. That does take aggro off of you. As a witch doctor and having a small health pool at the moment, I find the garg to be a huge help with coming against blue mobs.
Dogs in normal I found pretty useful. I never really had issues with them dying. Act 3 in Nightmare I dropped them in favour of a extra slow, using the Garg to soak up some damage.
My garg tends to be up 90% of the time - exceptionnaly little time frame I have to wait for him to come off cd, unless I hit a relaly nasty pack and pull extra at the same time.
I have to agree though for those players that wanted to play a summoner, it is really sad
It's sad that when you unlock Leaching Beast rune, dogs are completely worthless and die with it in first 10-15seconds after casting, that is with all defensive passive on Hell. It seems the only use for them is for suicide bombers, and even then, you need whole build resolving around them.
I dread inferno. I usually play with a barb as stated before and I know when you have more people in game the mob numbers usually go up. Thus, I begin to lag. Even without him in game I begin to lag especially with those that can mirror themselves. I find myself doing just fine until they are all up on me without me even seeing them walk to me. Not the teleporters either. They just appear because of lag and it really messes me up. Well, I guess I just learn a little more on kiting. I just don't want to go into inferno and not be able to get anywhere else. It scares me that I just might get stuck in one place.
Going through Inferno, I am leaning towards the Garg scales from our resistances(somehow).
Reason being, when I first started Inferno, like most WDs, you whip out your pets with your pet passives and the normal zombies would kill them instantly. I tossed out pets from my build until last night. From then to now, I have aquired quite a bit more survivability, specifically HP and Resist All gear. When I play Inferno, today, I am in a group where our strategy for 99% of champ packs is to split off one champion at a time while the Barb just kites. Before, we used snares, roots, stuns, etc... to keep them busy. Last night, I tried Bad Medicene, Jungle Fortitude with Garg(+Big Stinker). Previous attempts to do this ended in disaster, but this time... it worked. The Garg was able to tank a variety of champions(solo and duo) for a decent period of time. Granted, he still died. But he didn't die in 2 seconds. It allowed us to pretty much kill the champ before the Garg went down.
So...maybe they do scale in some unknown nonverifyable way?
pet scaling is horrible to say the least. hell/inferno the dogs just insta die in 1 hit from regular mobs even when taking the passives to help and even getting the healing rune on zombie dogs. its a huge let down and im really mad that they suck so bad when they are needed the most but even with stacking vit/shield they still insta-died.
That is either an overstatement or an ignorant statement that's being parroted from someone else's overstatement.
Pets don't get one shot, take zombie handler, jungle fortitude and bad medicine. Then take the rabid dog rune and the big stinker rune. They'll survive fairly well, even in multiplayer games.
Going through Inferno, I am leaning towards the Garg scales from our resistances(somehow).
Reason being, when I first started Inferno, like most WDs, you whip out your pets with your pet passives and the normal zombies would kill them instantly. I tossed out pets from my build until last night. From then to now, I have aquired quite a bit more survivability, specifically HP and Resist All gear. When I play Inferno, today, I am in a group where our strategy for 99% of champ packs is to split off one champion at a time while the Barb just kites. Before, we used snares, roots, stuns, etc... to keep them busy. Last night, I tried Bad Medicene, Jungle Fortitude with Garg(+Big Stinker). Previous attempts to do this ended in disaster, but this time... it worked. The Garg was able to tank a variety of champions(solo and duo) for a decent period of time. Granted, he still died. But he didn't die in 2 seconds. It allowed us to pretty much kill the champ before the Garg went down.
So...maybe they do scale in some unknown nonverifyable way?
From what I've read, he scales most from our resistances and not at all from Vit. He does get a boost from int, str, and dex though. The best way to keep your pet alive is to stack str + resists actually. I have a good amount of resists and my garg can take a few hits in Act 2 now... he's still mostly useless though and won't last longer than 10 seconds (against normal enemies even).
pet scaling is horrible to say the least. hell/inferno the dogs just insta die in 1 hit from regular mobs even when taking the passives to help and even getting the healing rune on zombie dogs. its a huge let down and im really mad that they suck so bad when they are needed the most but even with stacking vit/shield they still insta-died.
That is either an overstatement or an ignorant statement that's being parroted from someone else's overstatement.
Pets don't get one shot, take zombie handler, jungle fortitude and bad medicine. Then take the rabid dog rune and the big stinker rune. They'll survive fairly well, even in multiplayer games.
I'm not sure what game you're talking about unless you're talking about Hell difficulty. Anyone in Act 2 Inferno will tell you that even the Garg dies in a few hits from champs in Act 2. The dogs pretty much get 1 shot.
Going through Inferno, I am leaning towards the Garg scales from our resistances(somehow).
Reason being, when I first started Inferno, like most WDs, you whip out your pets with your pet passives and the normal zombies would kill them instantly. I tossed out pets from my build until last night. From then to now, I have aquired quite a bit more survivability, specifically HP and Resist All gear. When I play Inferno, today, I am in a group where our strategy for 99% of champ packs is to split off one champion at a time while the Barb just kites. Before, we used snares, roots, stuns, etc... to keep them busy. Last night, I tried Bad Medicene, Jungle Fortitude with Garg(+Big Stinker). Previous attempts to do this ended in disaster, but this time... it worked. The Garg was able to tank a variety of champions(solo and duo) for a decent period of time. Granted, he still died. But he didn't die in 2 seconds. It allowed us to pretty much kill the champ before the Garg went down.
So...maybe they do scale in some unknown nonverifyable way?
From what I've read, he scales most from our resistances and not at all from Vit. He does get a boost from int, str, and dex though. The best way to keep your pet alive is to stack str + resists actually. I have a good amount of resists and my garg can take a few hits in Act 2 now... he's still mostly useless though and won't last longer than 10 seconds.
Going through Inferno, I am leaning towards the Garg scales from our resistances(somehow).
Reason being, when I first started Inferno, like most WDs, you whip out your pets with your pet passives and the normal zombies would kill them instantly. I tossed out pets from my build until last night. From then to now, I have aquired quite a bit more survivability, specifically HP and Resist All gear. When I play Inferno, today, I am in a group where our strategy for 99% of champ packs is to split off one champion at a time while the Barb just kites. Before, we used snares, roots, stuns, etc... to keep them busy. Last night, I tried Bad Medicene, Jungle Fortitude with Garg(+Big Stinker). Previous attempts to do this ended in disaster, but this time... it worked. The Garg was able to tank a variety of champions(solo and duo) for a decent period of time. Granted, he still died. But he didn't die in 2 seconds. It allowed us to pretty much kill the champ before the Garg went down.
So...maybe they do scale in some unknown nonverifyable way?
From what I've read, he scales most from our resistances and not at all from Vit. He does get a boost from int, str, and dex though. The best way to keep your pet alive is to stack str + resists actually. I have a good amount of resists and my garg can take a few hits in Act 2 now... he's still mostly useless though and won't last longer than 10 seconds.
What passives are you running?
Normally, (if I'm trying to use Garg) I'll use jungle fort and that's all for him. He'll take a few hits which is pretty helpful but not enough for me to even get close to killing a pack.
I tried all 3 pet passives + gemming for Str (lol) and using a shield with stacking tons of physical resistance just to see if it made much of a difference. He'd last about 1-2 more hits... but I did so little damage it didn't seem worth it. He still mostly got slaughtered by rares/champs in Act 2. It's possible I don't have enough armor or +resist to pull it off in Act 2 but I'm going to need Act 2 gear to make it any better at this point... which is a bit of a problem since I can only kill the easiest rare packs in Act 2.
Going through Inferno, I am leaning towards the Garg scales from our resistances(somehow).
Reason being, when I first started Inferno, like most WDs, you whip out your pets with your pet passives and the normal zombies would kill them instantly. I tossed out pets from my build until last night. From then to now, I have aquired quite a bit more survivability, specifically HP and Resist All gear. When I play Inferno, today, I am in a group where our strategy for 99% of champ packs is to split off one champion at a time while the Barb just kites. Before, we used snares, roots, stuns, etc... to keep them busy. Last night, I tried Bad Medicene, Jungle Fortitude with Garg(+Big Stinker). Previous attempts to do this ended in disaster, but this time... it worked. The Garg was able to tank a variety of champions(solo and duo) for a decent period of time. Granted, he still died. But he didn't die in 2 seconds. It allowed us to pretty much kill the champ before the Garg went down.
So...maybe they do scale in some unknown nonverifyable way?
From what I've read, he scales most from our resistances and not at all from Vit. He does get a boost from int, str, and dex though. The best way to keep your pet alive is to stack str + resists actually. I have a good amount of resists and my garg can take a few hits in Act 2 now... he's still mostly useless though and won't last longer than 10 seconds.
What passives are you running?
Normally, (if I'm trying to use Garg) I'll use jungle fort and that's all for him. He'll take a few hits which is pretty helpful but not enough for me to even get close to killing a pack.
I tried all 3 pet passives + gemming for Str (lol) and using a shield with stacking tons of physical resistance just to see if it made much of a difference. He'd last about 1-2 more hits... but I did so little damage it didn't seem worth it. He still mostly got slaughtered by rares/champs in Act 2. It's possible I don't have enough armor or +resist to pull it off in Act 2 but I'm going to need Act 2 gear to make it any better at this point... which is a bit of a problem since I can only kill the easiest rare packs in Act 2.
Interesting. I've been running Big Stinker Garg with Bad Medicene + Jungle Fort and he lasts a decent amount of time. I've been trying to find info of people doing this without having to run both of those passives just to keep a stupid pet alive.
I started WD as my second char and wow pets are just crap. I mean dogs were dying even on normal act1, and past act2 they were completely useless, unless i select all passives for them. Now on nightmare even gargantuan is useless, he just dies too fast and i have no desire to sacrifice all my passive slots to improve pets.
yep. unfortunately the WD was an insane let down for me and now im testing out all of the classes to see which ones suck and dont. so far i have WD at 60, barb 49, DH 40, wiz 38, Monk 37.
WD is basically the wiz with shittier spells DH is pretty good at dmg and avoidance but if u ever take dmg u die instantly even with a lot of health. Barb has pretty decent damage/survivability but is just a slightly shittier version of the monk unfortunately Wiz has ok survivability but just like the WD has a tough time with avoiding dmg and therefor both of them die MUCH easier than the DH. Monk so far has the best of both worlds, he has insane survivability/healing as well as amazing dmg output so im sticking with him for now to see how it goes.
so when it comes to pancaking mobs/surviving ratio it goes monk/DH > barb > wiz > WD.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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I don' tknow, I kinda feel no one bothered to test the WD in Hell/Inferno, at least not as a summoner.
The dogs gets obliterated and are pointless once you hit a rare pack that zergs you, garg can take a few hits. I'm at about 10k dps and he only does about 2k hits which is pretty bad considering how slow he attacks.
Whilst I'm basing this off inferno, garg was extremely usefell through Nightmare / Hell.
My garg tends to be up 90% of the time - exceptionnaly little time frame I have to wait for him to come off cd, unless I hit a relaly nasty pack and pull extra at the same time.
I have to agree though for those players that wanted to play a summoner, it is really sad
Reason being, when I first started Inferno, like most WDs, you whip out your pets with your pet passives and the normal zombies would kill them instantly. I tossed out pets from my build until last night. From then to now, I have aquired quite a bit more survivability, specifically HP and Resist All gear. When I play Inferno, today, I am in a group where our strategy for 99% of champ packs is to split off one champion at a time while the Barb just kites. Before, we used snares, roots, stuns, etc... to keep them busy. Last night, I tried Bad Medicene, Jungle Fortitude with Garg(+Big Stinker). Previous attempts to do this ended in disaster, but this time... it worked. The Garg was able to tank a variety of champions(solo and duo) for a decent period of time. Granted, he still died. But he didn't die in 2 seconds. It allowed us to pretty much kill the champ before the Garg went down.
So...maybe they do scale in some unknown nonverifyable way?
That is either an overstatement or an ignorant statement that's being parroted from someone else's overstatement.
Pets don't get one shot, take zombie handler, jungle fortitude and bad medicine. Then take the rabid dog rune and the big stinker rune. They'll survive fairly well, even in multiplayer games.
From what I've read, he scales most from our resistances and not at all from Vit. He does get a boost from int, str, and dex though. The best way to keep your pet alive is to stack str + resists actually. I have a good amount of resists and my garg can take a few hits in Act 2 now... he's still mostly useless though and won't last longer than 10 seconds (against normal enemies even).
I'm not sure what game you're talking about unless you're talking about Hell difficulty. Anyone in Act 2 Inferno will tell you that even the Garg dies in a few hits from champs in Act 2. The dogs pretty much get 1 shot.
What passives are you running?
Normally, (if I'm trying to use Garg) I'll use jungle fort and that's all for him. He'll take a few hits which is pretty helpful but not enough for me to even get close to killing a pack.
I tried all 3 pet passives + gemming for Str (lol) and using a shield with stacking tons of physical resistance just to see if it made much of a difference. He'd last about 1-2 more hits... but I did so little damage it didn't seem worth it. He still mostly got slaughtered by rares/champs in Act 2. It's possible I don't have enough armor or +resist to pull it off in Act 2 but I'm going to need Act 2 gear to make it any better at this point... which is a bit of a problem since I can only kill the easiest rare packs in Act 2.
Interesting. I've been running Big Stinker Garg with Bad Medicene + Jungle Fort and he lasts a decent amount of time. I've been trying to find info of people doing this without having to run both of those passives just to keep a stupid pet alive.
Thanks!
yep. unfortunately the WD was an insane let down for me and now im testing out all of the classes to see which ones suck and dont. so far i have WD at 60, barb 49, DH 40, wiz 38, Monk 37.
WD is basically the wiz with shittier spells
DH is pretty good at dmg and avoidance but if u ever take dmg u die instantly even with a lot of health.
Barb has pretty decent damage/survivability but is just a slightly shittier version of the monk unfortunately
Wiz has ok survivability but just like the WD has a tough time with avoiding dmg and therefor both of them die MUCH easier than the DH.
Monk so far has the best of both worlds, he has insane survivability/healing as well as amazing dmg output so im sticking with him for now to see how it goes.
so when it comes to pancaking mobs/surviving ratio it goes monk/DH > barb > wiz > WD.