Companions and minions need to count as ‘you’ for the purpose of activating ‘on kill’ effects. This includes ‘Health on Kill’, the ‘Circle of Life’ passive node, etc… Currently, you render 33%+ of Beastmaster’s passive tree useless if you try and build around your companions doing the combat because you can’t activate aspect of the shark unless you kill/hit things yourself. This is also not an obvious interaction as in most games kills by pets count as your kills and activate on kill style effects.
I was very disappointed when I learned that my entire build concept was effectively not supported because of this interaction. Given that more than half of the primalist’s available skills and all but 1 of the beastmaster’s skills don’t count as you for these effects, this interaction as is seems overly restrictive. It actually has me wondering what the point of companion builds are supposed to be. In most ARPG games, you pick a skill to be your primary damage skill and then optimize around it with support skills and your items/passives. If you are supposed to optimize around your own hit damage in order to actually get the on kill effects to function, then what are the companions for?
At the very least, please add this interaction into the game guide so people that read it aren’t caught unawares when they build a companion based build.
As a side note, the frenzy totem skill node that gives a chance to cast eterra’s blessing every second does NOT inherit the effects of specializing on eterra’s blessing either. This is also not intuitive at all and irritating to find out after you build around it. This feels like a bug since every other skill I’ve used that mentions using another skill in its tree inherits the effects of that other skill’s tree as expected. If this is intended behavior it needs to be explicitly stated.