The way I see stat point priority is like this:
1. weapon damage & int
2. armor/strength & resist all
3. Health regen (if you're going for fierce loyalty, which most will. Otherwise, ignore this)
7. individual resists
Your damage can NEVER be too high and the primary stats have a defensive purpose as well, so Int will always be most important, but if your damage is currently high enough, pure + to resists and armor are the best way to go. Trying to decide between a shield, mojo, or two handed weapon will be a real head scratcher for many players.
Basically, int and armor/str have the SAME amount of damage reduction per point, they are the same in every way defensively. But resist points are 10x the defensive potency of int. And as of patch 1.0.4, they have the added benefit of influencing that nifty damage cap. This makes them even more important. A high damage reduction from these sources is highly recommended as it also makes the max damage that can be dealt to your pets per hit much lower.
Since 1.0.4, Vitality also has a more potent effect on pets. Peters post explains it all, but for everyone who's not going full tanky, I wouldn't advise stacking huge amounts of health. Dogs only gain 1/3 of it, so it's not very efficient to keep stacking like crazy, since reducing their damage taken and damage cap is more important by comparison. Of course, you should certainly take your own survivability into account, as you WILL be hit at some point. If you get enough health to take a some hits, this large base will actually grant your pets a decent health boost without you having to stack higher than necessary specifically for your pets if you don't want to. I'll probably cap my health around 30k, but use your own judgement based on your playstyle and damage reduction.
(note, as I'm not exactly sure how the damage cap is being applied, I'm not sure if there is some intentional limit on how much damage can be capped in one hit. If there is, then stacking excessive health can help against harder hitting enemies.)
And Dex is most potent up to 100 points, where 1 point is .1% dodge. Then, from 100-500, it goes down to .025% for each dex point. And from 500-1000, .02%. After 1000, it is cut in half again.
So, after the first 100 dex points, your interest in it should go way down, as it diminishes a lot. I'd say after 250 or so dex points, I'd personally prioritize it below physical resist. There are more important things to worry about than dodging, but it can definitely save your life sometimes. So just like health, get enough to feel comfortable and your pets will passively gain a decent benefit.
Health regen is the big if for me. Now that dogs have a passive health regen, it may not seem as important to use Fierce loyalty to keep them alive. But, at some point it could be better to switch out jungle fort for FL. See, after a while, even jungle fort may not reduce the damage of most enemies enough to go below the damage cap, if you've invested enough into AR/Armor.
For example, even with 70% damage reduction from resists, 55% from armor, and 20% from jungle fort, I bet a lot of act3/4 enemies can still hit for over 1.3k damage which would be over the cap at that point.
It may be wise to drop jungle fort if you can get your life regen equal to or higher than the damage cap on your dogs, as it would completely mitigate at least one attack every second. But up until that point, it is up to your discretion whether to use jungle fort or not. It will always assist your own survivability, after all.
Regardless, if you are stacking tons of health regen, fierce loyalty will always be a welcome addition to your pets survivability.
And of course, just because one stat is generally more important than another, if you get a big boost from an item in one important area, it can be better to sacrifice something like 50 int for, say, 300 armor if your damage isn't lacking. Just do what you feel is best on a case by case basis.
(A relic of a challenged past. This section no longer applies, as pets have lost their amazing proccing coefficients as of 1.0.4, and most WD skills met the same fate. It was a double edged sword gaining more robust pets at the cost of the always entertaining CC locking, but it's something we gotta adjust to. I sure will miss being thrown around and spit on by the siegebreaker for 45 seconds while he doesn't actually attack anything. At least we don't have to worry about invincible magda anymore :| sheesh.
I'll Keep this piece up just for old times sake. And also the information about CC stacking is still true. You just can't use it nearly as well now.)
Additionally it has become clear that the high CC build is currently the best bet of making the most effective use out of a pet build. It offers the greatest chance of not losing your pets way too quickly, when used in conjunction with high defensive stats. Useful in team games too. And the best part is, decent CC gear isn't that expensive at the moment. If you look around and check the AH enough, you can find some pretty cheap items with nice CC. I would aim for at least 2.5%, but use discretion based on other important stats as well. (don't totally tank on other things just for the sake of a little extra CC chance, basically)
But here is my priority list on CC:
1. Stun/freeze. Top notch CC, highest value to you. Very high priority.
2. Blind (apparently, blind for a monk and blind from on hit CC is different. I've read that the blind on items can also be removed with damage, but the monks blinding flash can't. In either case, though, elites and bosses are resistance/immune to it, but it can reduce their chances of hitting you for a short time)
3. Knockback (can't work on bosses, and a can backfire. Read below)
4. Fear (catch 22. It's great at getting melee attackers to back off, and interrupts their attack animation. But for enemies who like to run anyway, it can help them. And if your dog is chasing a feared enemy, it could attract more mobs and/or get him stuck and ganged up on. Also, you can't fear a boss, so it's useless there. This all applies to knockback as well.)
5. Chill (doesn't interrupt/stop attacks like the top 4 rankings will, but it will slow both movement and attack speed, so their damage output will go down some.)
6. Immobilize (I guess combined with fear it would be good. Otherwise, it only really helps when chasing enemies. Not usually a defensive CC)
7. Slow. I don't even attempt to get this. It's pretty much useless once you have any other form of CC.
On items where the CC is so powerful like gloves, belts, ammys (atm you can't automatically search for blinding ammys, but trust me they exist. Just check them manually), and weapons/offhand (these two can have any of the on-hit CC, but obviously the top 2 on my list are most desirable), CC should be a very high priority. I would put it right under armor/damage and intelligence, the stuff you NEED to survive and keep your DPS up.
On armor that can't have top 2 (stun, freeze, or blind) CC's on my list, you obviously wanna keep it in mind, but not make a tiny gain in something like knockback paramount to a nice gain in resists. Just like with stat points, use common sense based on what you currently need more.
In my own testing with stacking different CC's, I have some pleasant results.
It seems like fear cannot override frozen or stun, but can be overridden by both of them.
On the other hand, it seems like fear was able to override my blind, which is kind of a let down but not too bad, as I believe blind can also override fear if applied afterward. And no other form of CC in my testing was able to override stunning or freezing.
I conclude that fear looks to only be an issue if you can't apply another CC on top of it to stop them from taking off too far. So both it AND knockback are things to use at your own risk, as special attributes like plague and mortar can actually be made worse. But as always, stun, freeze, and blind are the most powerful CC to go after, and fear will only mess with blind.
Additionally, some forms of CC can be applied simultaneously. It's very possible to be both chilled and blinded or stunned, or knockbacked and frozen, or even feared and immobilized (though they won't run anywhere, essentially making them sitting ducks).
It looks like a foe can be rooted, chilled, and knocked back in combination with any other form of CC without stopping the effect of the other one (though, being rooted and then knocked back can be seen as "overriding" in a loose sense).
Edited by BafroomHumor#1121 on 8/26/2012 12:45 AM PDT