Witch Doctor Pet Stats Scaling Research (old)

Witch Doctor
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Updates
03/06/2012: Partially added CC information because it is too good to ignore. Will flesh out the information later. A bit late here.
03/06/2012: Tested Attack Speed (benefits pets), crit chance (benefits pets), crit damage (does not benefit).

Table of Contents
1. Introduction
2. Pet Defense Test Results
3. Pet Offense Test Results
4. Fierce Loyalty Skill Benefits
5. CC Information
6. Testimonials Supporting Viability of Pets in Hell and Inferno
7. Useful Links
8. Summary
9. TLDR version

1. Introduction
Hey all,

I've done some research on which stats scale with pets. Please share your findings as well, to support or contradict my results. Please feel free to critique my testing if you feel it is not accurate enough and I will try to do further testing once I have enough gold to spend.

I am testing my pets against a Walking Corpse (fat zombie) in nightmare mode, Act 1.
I try to use gear that has only one stat, strength/dexterity/vitality/Intelligence. So if I test Strength, it will be the only stat that has a high value, and the rest of the stats will be at base values unless otherwise specified.

Acronyms
DR = The percentage of damage reduction from either armor or physical reduction.

2. Pet Defense Test Results
2.1 No gear

Result: Gargantuan dies in 4 hits.

2.2 Strength Test (Strength increases armor)
Lvl: ~33 | Str: 545 | Dex: base | Int: base | Vit: base | Armor: 1729 (51.17% DR) | Physical Resistance: 11 (6.03% DR)

Result: Gargantuan dies in 10 hits.

2.3 Dexterity Test
Lvl: ~33 | Str: base | Dex: 535 | Int: base | Vit: base | Armor: 1134 (40.75% DR) | Physical Resistance: 11 (6.03% DR)

Result: Gargantuan dies in 8 hits.

2.4.1 Vitality Test
Lvl: ~33 | Str: base | Dex: base | Int: base | Vit: 574 | Armor: ? (39.78% DR) | Physical Resistance: 11 (6.03% DR)

Result: Gargantuan dies in 8 hits.

2.4.2 Vitality Test v2.0
Instead of the gargantuan, my dog is used, now that it has more health at level 48.
Dog was put through 6 deaths.

Lvl: 48 | Str: 55 | Dex: 55 | Int: 151 | Vit: 103 | Armor: 1376 (36.44% DR) | Dodge: 5.5% | Physical Resistance: 15 (5.92%) | No shield

Result: Dog took 15.33~ hits to die.

Lvl: 48 | Str: 55 | Dex: 55 | Int: 151 | Vit: 840 | Armor: 1368 (36.31% DR) | Dodge: 5.5% | Physical Resistance: 15 (5.92%) | No shield

Result: Dog took 14.16~ hits to die.

2.5 Intelligence Test (Intelligence increases Physical Resistance.)
Lvl: ~33 | Str: base | Dex: base | Int: 566 | Vit: base | Armor: 1164 (41.28% DR) | Physical Resistance: 57 (25.60% DR)

Result: Gargantuan dies in 10 hits.

2.6 Physical Resist Test
Lvl: ~33 | Str: base | Dex: base | Int: 173 | Vit: base | Armor: 1105 (40.11% DR) | Physical Resistance: 141 (46.12% DR)

Result: Gargantuan dies in 17 hits.

2.7 Dodge Test (No shield used)
Lvl: 48 | Str: 55 | Dex: 55 | Int: 151 | Vit: 103 | Armor: 1376 (36.44% DR) | Dodge: 5.5%

Dog and Gargantuan were put through 105 hits.

Result: Dog dodged 3 times.
Result: Gargantuan dodged 6 times.

Lvl: 48 | Str: 116 | Dex: 962 | Int: 264 | Vit: 152 | Armor: 1325 (35.57% DR) | Dodge: 29.2%

Dog and Gargantuan were put through 105 hits.

Result: Dog dodged 28 times.
Result: Gargantuan dodged 42 times.

2.8 Block Test
Lvl: 48 | Str: 55 | Dex: 55 | Int: 151 | Vit: 103 | Armor: 1376 (36.44% DR) | Dodge: 5.5%
Block Chance: 21% | Block Amount: 544-819

Same armor value as Dodge Test 2.7.
Tested myself getting hit by the zombie with nothing on but my shield (571 Armor). It was already possible for me to fully negate the damage (with one exception where blocking still gave me 77 damage).
So it is safe to assume that with 1376 armor, a block will always negate all damage and the pet will receive no damage if it could block (no white flash indicating damage received).

Dog was put through 104 hits.

Result: Dog "did not receive damage" 3 times.

Comparing it with Dodge Test 2.7 shows that the 3 times where it did not receive damage is most likely from dodge, despite an extra 21% block chance. For the dodge test, no shield was used.

The dog also dies in around 15 hits, similar to the dodge test, showing that there are no partial blocks, or it would survive more hits.

3. Pet Offense Test Results
3.1 Attack Speed Test
Corpse Walker has 2040 health.
Same weapon used for both tests.
Dog was put through 4 deaths.
Crits are recorded and for calculation purposes, a crit = 1.5 hits.

Lvl 57 | Str: 64 | Dex: 64 | Int: 178 | Vit: 219 | Damage: 497.01 | Crit Chance: 5% | Crit Damage: 50% | Attacks per second: 1.37 | Attack Speed: +14%
Weapon: Spear, 174.4 dps, 102 - 153 damage, 1.37 attacks per second, +98 vitality, attack speed +14%

Attempt 1: 23 hits (3 of them crit) did 975 damage.
Attempt 2: 25 hits (3 of them crit) did 1077 damage.
Attempt 3: 27 hits (1 of them crit) did 1105 damage.
Attempt 4: 27 hits (2 of them crit) did 1085 damage.

Total "hits" = 106.5
Total damage = 4242

Average damage per hit = 4242 health/106.5 hits = 39.831.

Lvl 57 | Str: 64 | Dex: 64 | Int: 178 | Vit: 288 | Damage: 760.42 | Crit Chance: 5% | Crit Damage: 50% | Attacks per second: 2.09 | Attack Speed: +67%
Weapon: Spear, 174.4 dps, 102 - 153 damage, 1.37 attacks per second, +98 vitality, attack speed +14%

Attempt 1: 29 hits (no crits) did 1671 damage.
Attempt 2: 22 hits (3 of them crit) did 1465 damage.
Attempt 3: 24 hits (no crits) did 1423 damage.
Attempt 4: 24 hits (no crits) did 1434 damage.

Total "hits" = 100.5
Total damage = 5993

Average damage per hit = 5993/100.5 hits = 59.632.

Conclusion: Attack Speed increase pet damage.

3.2 Critical Hit Chance Test
The same weapon is used as 3.1 Attack Speed Test, so we can safely use the crit test results from there.
Dog was put through 3 deaths.

In the Attack Speed Test with 5% Critical Hit Chance, out of 102 hits, 9 of them are crits (8.82%).

Lvl 57 | Str: 64 | Dex: 64 | Int: 178 | Vit: 219 | Damage: 543.07 | Crit Chance: 24% | Crit Damage: 50%
Weapon: Spear, 174.4 dps, 102 - 153 damage, 1.37 attacks per second, +98 vitality, attack speed +14%

Attempt 1: Out of 32 hits, 6 are crits.
Attempt 2: Out of 30 hits, 8 are crits.
Attempt 3: Out of 38 hits, 11 are crits.

Out of 100 hits, 25 are crits.

Conclusion: Critical Hit Chance increases the crit chance of pets.

3.3 Critical Hit Damage Test
Corpse Walker has 1964 health.
Same weapon used for both tests.
Dog was put through 4 deaths.
Crits are recorded and for calculation purposes, a crit = 1.5 hits.

Lvl: 57 | Str: 64 | Dex: 64 | Int: 178 | Vit: 219 | Damage: 497.01 | Crit Chance: 5% | Crit Damage: +50%

Critical damages done by dog: 47, 68, 58, 77, 55, 66, 53, 60, 61, 55, 57.
Average Critical Damage 59.727.

Attempt 1: 18 hits (no crits) did 712 damage.
Attempt 2: 20 hits (no crits) did 814 damage.
Attempt 3: 23 hits (2 of them crit) did 1004 damage.
Attempt 4: 21 hits (no crits) did 912 damage.

Total "hits" = 83.
Total damage = 3442.

Average damage per hit = 3442 damage/83 hits = 41.47.

Lvl: 57 | Str: 64 | Dex: 64 | Int: 178 | Vit: 219 | Damage: 524.16 | Crit Chance: 5% | Crit Damage: +162%

Critical damages done by dog: 53, 57, 80, 60, 77, 74, 43, 73, 67, 62.
Average Critical Damage 64.6.

Attempt 1: 23 hits (1 of them crit) did 997 damage.
Attempt 2: 25 hits (no crits) did 961 damage.
Attempt 3: 22 hits (3 of them crit) did 921 damage.
Attempt 4: 25 hits (1 of them crit) did 1036 damage.

Total "hits" = 97.5.
Total damage = 3915.

Average damage per hit = 3915 damage/97.5 hits = 40.154.

Conclusion: Critical Hit Damage does not increase either pet crit damage or overall pet damage.

4. Fierce Loyalty Skill Benefits
4.1 Pet Healing - Do these things heal pets?
Stats
Life Regeneration: Yes

Currently the stats below may require further testing because people have reported that they feel pets benefit from these stats, but only visible at high amounts. But for the small amounts that I used, pets do not seem to benefit from the stats.

Life Steal
From your damage: No
From dog's auto attack: Unknown
From dog's fire aura (Burning Dogs Rune): Unknown

Life On hit (Used 100+ value)
From your damage: No
From pet's auto attack: No
From pet's fire aura (Burning Dogs Rune): Unknown

Life Per kill (Used 400+ value)
From your damage: No
From pet's auto attack: Unknown
From pet's fire aura (Burning Dogs Rune): Unknown

Spells
Firebats + Vampire Bats Rune (gain 2.5% damage as life): No
Haunt + Consuming Spirit (79 Life per Second): No
Spirit Barrage + Phlebotomize (gain 3% damage as life): No
Spirit Walk + Healing Journey (7% of Max Life every second): Yes (Added as Life Regeneration value)

Passive Skills
Blood Ritual (1% of Max Health as Life Regen) - Yes (Added as a Life Regeneration value)

Literally only the Life Regeneration Stat on your Character Sheet heals pets once you have taken Fierce Loyalty passive skill.

4.2 Thorns Activation: How does it activate?
If you dodge: No
If you block (either partially or full): Yes
If your pet dodges: No

Thorns will only activate if your pet receives damage. That means if your pet dodges, thorns won't activate.

4.3 Thorns Damage: What increases it?
Strength: No
Dexterity: No
Intelligence: No
Vitality: No
Pierce the Veil Skill: No

Nothing seems to increase Thorns damage. What you see on the Character Sheet is what you get. So far it always deals the full damage to the Zombie.

5. CC Information
CC is an acronym for "Crowd Control". It is an effect that disables enemies temporarily, and the CCs that exist in the game are Blind, Freeze, Immobilize, Knockback, Stun, Fear, Slow, and Chill.
CCs are not a guaranteed effect and you can only get a 5% chance at most for each stat from a gear.

Currently the CC summoner build is very effective at higher difficulties because the numerous pets of the summoner can proc them. In addition, aoe runes of pets will do more attacks, increasing the frequency of CCs. If that's not good enough, a lot of the Witch Doctor's spells can also increase the number of CCs that also further increase the frequency of CCs. Combining the pets, their aoe runes, and the Witch Doctor's spells, it is possible cause so much CC that even certain bosses cannot do a single attack!

5.1 Explanation of the CCs
I'm just gonna quote Eshi's post.

Sure. I'll provide some commentary on how good they are though.

Bash: Interrupts target's action and launches them a few yards away. Doesn't keep them CC'd for long and has some of the most immune mobs, but it's decent enough.

Blind: Target will not attack unless attacked first, and has a reduced chance to hit afterwards. It might interrupt their current action, I can't tell from play experience. It's a strong choice but doesn't come on armor so it's a bit hard to get.

Chill: Slows both the attack speed and movement speed of the target, by how much is uncertain. The attack speed reduction is okay (you don't want them to get hit at all, not just hit slowly) and the slow is okay, combined together it's a decent choice.

Fear: Target cannot perform actions and is forced to run in a random direction. Great for interrupting special attacks, but very annoying on fast mobs in open areas if not coupled with a snare effect. I think it has the second most immune mobs from experience. Still, it's a very strong choice and easy to get.

Freeze - encases target in ice, preventing any movement or actions. Damaging the target can remove the freeze. This will interrupt special attacks which as a general rule one shot your pets, making it almost as good as stun.

Immobilize - prevents all movement from the opponent. Great for stopping those stupid as hell Fast mobs that pretty much completely ignore Grasp of the Dead, also excellent for killing treasure goblins. Move speed is a bigger priority for boots though. Overall, it's strong.

Stun - target cannot move or perform actions while active. It snares and interrupts special attacks and can't be broken except by CC reduction. This is THE best on hit effect, but it's hard to find gloves with it. Ones with both decent AS and Stun are really rare.

I'm playing through Hardcore Hell Act 1 right now with CC dogs. AH gear starts getting really sparce at my level, and on hit gear is REALLY hard to come by without making big sacrifices to DPS/Defense. I will absolutely go out of my way to find gear with high Stun, Fear (GotD helps) and Freeze because of their power and versatility. For me, everything else is gravy.

http://us.battle.net/d3/en/forum/topic/5271500086?page=23#458

5.2 CCs From Gear
Here are the CCs that you can obtain from gear.

Amulet - Chance to Blind on Hit
Belt - Chance to Freeze on Hit
Boots - Chance to Immobilize on Hit
Bracers - Chance to Knockback on Hit
Gloves - Chance to Stun on Hit
Helm - Chance to Fear on Hit
Pants - Chance to Slow on Hit
Shoulders - Chance to Chill on Hit

Weapon/Off-Hand - Bleed Chance + all of the above CCs.

5.3 Best Abilities to Make CCs Happen
Not all abilities have an equal chance to cause a CC. Some abilities cause it more than others. It seems to loosely follow the numbers of the Life Hit Thread by Karisu.
http://us.battle.net/d3/en/forum/topic/5271499223

People have reported good CC rate with these abilities.

Gargantuan + Big Stinker
Summon Zombie Dogs + Burning Dogs
Firebomb + Fire Pit
Plague of Toads + Rain of Toads
Corpse Spiders + Spider Queen

6. Testimonials Supporting Viability of Pets in Hell and Inferno
Please share your experiences with pets if they are doing well in Hell and Inferno.

6.1 Pets doing ok in Hell mode.
http://us.battle.net/d3/en/forum/topic/5271500086#2 (MrMuffles)
http://us.battle.net/d3/en/forum/topic/5271500086?page=2#31 (Eggo)
http://us.battle.net/d3/en/forum/topic/5271500086?page=2#33 (Tewky)
http://us.battle.net/d3/en/forum/topic/5271500086?page=4#77 (Y05H1)
http://us.battle.net/d3/en/forum/topic/5271500086?page=4#78 (Legendary)
http://us.battle.net/d3/en/forum/topic/5271500086?page=7#132 (Philosophish)
http://us.battle.net/d3/en/forum/topic/5271500086?page=8#152 (Zagagel)
http://us.battle.net/d3/en/forum/topic/5271500086?page=8#153 (Hezzlin)
http://us.battle.net/d3/en/forum/topic/5271500086?page=10#198 (CECIL)
http://us.battle.net/d3/en/forum/topic/5271500086?page=11#213 (ClockieWorky)
http://us.battle.net/d3/en/forum/topic/5271500086?page=12#230 (Awesome)
http://us.battle.net/d3/en/forum/topic/5271500086?page=13#242 (Achickenbone)
http://us.battle.net/d3/en/forum/topic/5271500086?page=14#273 (Derksmash)
http://us.battle.net/d3/en/forum/topic/5271500086?page=16#302 (Delandw)
http://us.battle.net/d3/en/forum/topic/5271500086?page=18#347 (alTaqiyya)

6.2 Pets doing ok in Inferno mode Act 1.
http://us.battle.net/d3/en/forum/topic/5271500086?page=5#83 (Dozy)
http://us.battle.net/d3/en/forum/topic/5271500086?page=7#123 (Nbi)
http://us.battle.net/d3/en/forum/topic/5271500086?page=9#175 (Budha)
http://us.battle.net/d3/en/forum/topic/5271500086?page=10#188 (Death)
http://us.battle.net/d3/en/forum/topic/5271500086?page=13#243 (RAMPRIRE)
http://us.battle.net/d3/en/forum/topic/5271500086?page=13#244 (jungfreud)
http://us.battle.net/d3/en/forum/topic/5271500086?page=15#283 (Deths)
http://us.battle.net/d3/en/forum/topic/5271500086?page=18#357 (Branar) (Co-op)

6.3 People whose pets are better after changing the stats.
http://us.battle.net/d3/en/forum/topic/5271500086?page=2#33 (Tewky)
http://us.battle.net/d3/en/forum/topic/5271500086?page=5#92 (Pestwulf)
http://us.battle.net/d3/en/forum/topic/5271500086?page=5#93 (Porkman)
http://us.battle.net/d3/en/forum/topic/5271500086?page=5#94 (Pugking)

7. Useful Links
Comprehensive Witch Doctor Build Guide
http://us.battle.net/d3/en/forum/topic/4927183159

Witch Doctor Life Leech Per Hit, By Skill
http://us.battle.net/d3/en/forum/topic/5271499223

Blue post hinting at plans to buff pets.
http://us.battle.net/d3/en/forum/topic/5271506353?page=19#366

8. Summary
8.1 Do Stats Benefit Pets?
Defensive Stats to Increase Pet Survivability
Strength: Yes (through increasing armor)
Dexterity: Yes (through increasing dodge)
Intelligence: Yes (through increasing resistances)
Vitality: No

Block: No (but you want to use shield anyway for the extra armor that pets do benefit from)
Dodge: Yes
Armor: Yes
Physical Resistance: Yes
Cold Resistance: Unknown
Fire Resistance: Unknown
Lightning Resistance: Unknown
Poison Resistance: Unknown
Arcane/Holy Resistance: Unknown
Missile Damage Reduction: Unknown
Melee Damage Reduction: Unknown

Offensive Stats to Increase Pet Damage
Attack Speed: Yes
Critical Hit Chance: Yes
Critical Hit Damage: No

Healing Stats to Heal Pets (must take Fierce Loyalty Skill)
Life Regeneration: Yes
Life Steal: No (needs more testing)
Life On hit: No (needs more testing)
Life Per kill: No (needs more testing)

Firebats + Vampire Bats Rune (gain 2.5% damage as life): No
Haunt + Consuming Spirit (79 Life per Second): No
Spirit Barrage + Phlebotomize (gain 3% damage as life): No
Spirit Walk + Healing Journey (7% of Max Life every second): Yes (Added as Life Regeneration value)

Blood Ritual Skill (1% of Max Health as Life Regen) - Yes (Added as Life Regeneration value)

Thorns: Yes (Thorns only activate if pet takes damage, won't activate if it dodges)

8.2 CC Information
8.2.1 CCs From Gear
Amulet - Chance to Blind on Hit
Belt - Chance to Freeze on Hit
Boots - Chance to Immobilize on Hit
Bracers - Chance to Knockback on Hit
Gloves - Chance to Stun on Hit
Helm - Chance to Fear on Hit
Pants - Chance to Slow on Hit
Shoulders - Chance to Chill on Hit

Weapon/Off-Hand - Bleed Chance + all of the above CCs.

8.2.2 Best Abilities to Make CCs Happen
Gargantuan + Big Stinker
Summon Zombie Dogs + Burning Dogs
Firebomb + Fire Pit
Plague of Toads + Rain of Toads
Corpse Spiders + Spider Queen

9. TLDR Version
  • To make pets survive better, use strength, dexterity, intelligence, armor, dodge, resistances. Vitality and block DO NOT benefit pets.
  • Only life regeneration stat heals your pets. Abilities that add to Life Regeneration like Spirit Walk + Healing Journey and Blood Ritual Skill also indirectly heal pets.
  • Pets are viable up to Inferno Act 1.
  • Gear with CCs are great for summoners!
Great post, thanks for the info. Considering I stack the cr@p out of resistances (mainly physical, at a solid 71% currently), it makes sense why my pets are living just fine in Hell.
That's great news that the summoner build works.
thank you for doing this, interesting to see that pets get so much damage reduction from int and so little from vit.
sorry for double post but wanted to make sure OP sees this. Could you care to test to see if pets benefit from shields? Ideally block?
whats kinda weird is that wd int increases resist to everything , I think. how'd you get such high PR and low int., also do you know how offense was looking? esp. on that last build
Excellent work my friend. Now we actually have evidence rather than hearsay. It seems I have been geared up wrong for the pet class all this time.
05/23/2012 12:17 AMPosted by Arty
sorry for double post but wanted to make sure OP sees this. Could you care to test to see if pets benefit from shields? Ideally block?


I cannot test block, because I have no idea how to test it. Will the block word appear on my pets? Because as far as I have played, I have never seen the words dodge or block on my pets.

I do know that the zombie sometimes miss my gargantuan during my testing, but no dodge word appears. Is it because my pet dodged the attack, or the mob missed? So could be more than one possibility.
05/23/2012 12:29 AMPosted by Porkman
whats kinda weird is that wd int increases resist to everything , I think. how'd you get such high PR and low int., also do you know how offense was looking? esp. on that last build


I have edited my original post.

I got high physical resistance for the last test because I bought items that only has physical resistance and stack it. It wasn't due to stacking intellect. Stacking of intellect is for the 4th test.

Offense should be abysmal because there is almost none worth mentioning. But as a WD, you should stack intellect anyway. Then, stack strength and resistances to further make your pets tougher.
Nice thread
05/23/2012 12:31 AMPosted by Peter
sorry for double post but wanted to make sure OP sees this. Could you care to test to see if pets benefit from shields? Ideally block?


I cannot test block, because I have no idea how to test it. Will the block word appear on my pets? Because as far as I have played, I have never seen the words dodge or block on my pets.

I do know that the zombie sometimes miss my gargantuan during my testing, but no dodge word appears. Is it because my pet dodged the attack, or the mob missed? So could be more than one possibility.

You could try a high level white shield with decent block to see if the pet lives longer.
you've made soooo many wd's day/ night with this. I was totally specing int/vit...... u da man!
05/23/2012 12:41 AMPosted by Arty


I cannot test block, because I have no idea how to test it. Will the block word appear on my pets? Because as far as I have played, I have never seen the words dodge or block on my pets.

I do know that the zombie sometimes miss my gargantuan during my testing, but no dodge word appears. Is it because my pet dodged the attack, or the mob missed? So could be more than one possibility.

You could try a high level white shield with decent block to see if the pet lives longer.


Oh I've been using a shield for all of my tests. They do survive longer, but due to the high armor. I don't know if block affects this.

But in the end, if you want stronger pets, you will by default use a shield anyway, for the high armor.
05/23/2012 12:43 AMPosted by Porkman
you've made soooo many wd's day/ night with this. I was totally specing int/vit...... u da man!


No problem, try speccing differently and let us know if your pets are noticeably beefier.
05/22/2012 10:58 PMPosted by MrMuffles
Great post, thanks for the info. Considering I stack the cr@p out of resistances (mainly physical, at a solid 71% currently), it makes sense why my pets are living just fine in Hell.


Hell or Inferno? Without the 71% Garg is still fine in Hell.
OP have you tried using bad Medicine passive in combo with jungle fort to help pets last longer?
05/23/2012 01:31 AMPosted by Arty
OP have you tried using bad Medicine passive in combo with jungle fort to help pets last longer?


For testing purposes, I did not pick the skills that make pets stronger and tougher. Because I want to see how stats alone can benefit them. I didn't want external factors like passive skills to tamper with my tests.

Obviously once I start playing I will pick those skills.
I was hoping someone would do something like this eventually. I appreciate you putting in the time and sharing OP.

I'm not sure what it implies for the viability of a "summoner WD" though. I also wonder about the durability of our fetish summons, both from army and sycophant passive.
I was hoping someone would do something like this eventually. I appreciate you putting in the time and sharing OP.

I'm not sure what it implies for the viability of a "summoner WD" though. I also wonder about the durability of our fetish summons, both from army and sycophant passive.


Mr Muffles is doing fine with his pets in hell because he geared properly, he has been stacking resistances a lot.

Someone else is doing testing with the life regeneration stats that benefits the Fierce Loyalty skill, and it seems to benefit from stats like life leech, life per hit and life per kill, not just Life regeneration.

So you reduce the damage taken by pets by stacking armor and resistances.
Then you stack plenty of life giving stats like lifesteal and life per hit to heal your pets.
Throw in a few fun stats like chance on fear per hit to further give breathing room for your pets.

And I think it may be possible to have the summoner build that people want.
This is really cool information, but I'm worried that it will become immediately useless once summoner spec WDs hit inferno.

At least, that's the vibe I get from having played through inferno act 1.

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