Pet redo

After signifcant play testing I feel the best build would actually be a 4 wolf build. If only I didnt need the fang amulet for the 4th wolf. Wolves are just better late waves than other pets.

Soooo you can still be a pack leader and kick ass;)

I watched them both and I am very appreciative of you making them. I think you would be surprised if you streamed for a bit. For gear/crafting strength, leech, glancing blow, minion stuff best to focus on?

Should craft strength for sure its the best stat. You need a good amount of minion damage on your gear and some glancing blow is very helpful and becomes more and more helpful as you get higher in waves. I ended up dying at 500+ ish waves but wasnt trying to optimize gear on this build really. Glancing blow is incredibly good late waves as it scales down damage. But mainly you want to balance your defensive stats with your offensive ones so you dont die but still kill stuff:P

@Sarno can you share any of what the +1 pets but no regen node is changing into by chance?

I know Beta is around the corner but any chance a Dev can pop in with anything they may have decided from the thread or anything that is changing?

I hope some of these things are changed or in for beta.

They will post allllll the changes ahead of the time. Patience my friend:)

Here’s my opinion so far after only playing a couple days, level 40ish.

Wolves seem fine.
Sabretooth I didn’t play around with much but sounds good.
Vale Spirit seems very buggy. It constantly stops targetting enemies and needs to be resummoned. On top of that it can be killed and has no skill tree. It does seem to do fairly decent damage though for single target.
Spriggan’s damage seems a little low. The spell branch that gives extra orbs isn’t too bad but the one that shoots them all in the line is overly punishing. 60% less damage is a lot and for 3 points you’re only doubling it’s single target damage on that one skill without any real benefit. I’m used to seeing triple-digit numbers and watching it shoot for 9 if really sad.

I still don’t like the half regen node. It is still horrible when you take it. I would rather wait for one of the uniques then take this. Maybe once healing wind has a tree might not be as bad.

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Or if the heal and double damage skill can effect multiple pets that might be good.

Man, I was really excited to try BM pets after getting necro to 40…yeah, being punished for getting more pets is a giant turn off. I guess I’ll go back to necro. RIP primalist.

Yea Necro pets are leaps and bounds better. The archers and wandering spirits and wraiths just donway to much dmg compared. Plus it isn’t a chore trying to heard the wraiths.

You can get one additional companion slot without downside in the wolf tree.
But yeah, the downsides seem overly punishing for what an additional pet brings to the table.
The companions would have to be way stronger to make those passives worth it.
I think nerfing the downside would help a lot already. Instead of halved, you could reduce it ny 20% for example. That would make it at least an option.

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I think the thematic differences between the Acolyte and Beastmaster are a really fun and compelling dynamic to bring to the game. Class identity is one of the major appeals Last Epoch brings and I hope we continue to see more and more of it. I recently listened to the interview Ghazzy did with Rob and they briefly discussed how some class asymetery is required for there to be a real thematic difference between classes (and I completely agree).

I think the distinction between different types of summoners is great and something I never thought much about, but having a class more closely tied to its summons is a great idea.

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Thematics means zero when they can have an army of wraiths out with no down side and they murder everything on screen. Being different is one thing theybare already different. No one said anything about them being the same at all. What people are bringing up is how much more powerful Necro pets are. I question if most have played either and just come here and parrot what the Devs have said.

I haven’t played necro with pets and only played a little Primalist (went Druid) at that, so I don’t mean to negate any feedback others have given. They should of course both be balanced. I was just saying I’m glad there’s a difference, not that there’s no problems to be addressed :slight_smile:

Edit: My Acolyte is a Lich and I went the melee reaper route, so the only pets I use are the golem mainly for the life on hit it gives.

Yeah, noone wants to make the beastmaster just a “nature necro”. And since all the pets remain singles, apart from the wolves, you can have ~8 maximum (9 with the helmet), and then you wouldn’t have any other skills and your wolves would be rather weak (because the nodes for more wolves are costly skillpoint-wise).

The problem is, that even to get to 3 companions, you have to take wolves with you if you don’t want HEAVY downsides through your passives. And then you’d already have 2 wolves, so just one other companion slot :smiley:
To really feel like a Beastmaster, I think they should aim for ~4-5 companions. I personally wouldn’t have a problem with downsides for yourself as trade-off for more companions, but if you can only get more companions by heavily nerfing all of them, it kind of defeats the point.

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Thanks for the feedback everyone, we’ll be discussing Companions again at our next meeting.

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This constant everything has to have a negative stuff baffles me. No other game with pets does this. Look to the pet builds in GD those are so fun and you know what no negatives.

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