Very few people use pets at endgame due to their various issues & relative weakness... Same with stuff like Maw of the infernal... it's a very weak set overall.
Buttttt... one person that made pets work (Mainly for solo play though... so depends on what your particular focus in the game is) is Thelon.... check out his build here
http://tamrielfoundry.com/topic/1-6-6-the-unholy-herdsman-thelons-pet-build/
Silver_Strider wrote: »I really need to work on my Sorc healer build.
Transairion wrote: »I wouldn't call the 5000 hp in PvP a massive buff to Sorc pets, given they're basically just an annoyance to other players there anyway but "certain pets getting physical resist/spell resist" for the first time due to a bug will be a welcome change.
As a PvE Summoner though, I went all-out with my niche build:
- Clanferr
- Twilight Matriarch
- Conjured Ward (pet shields)
- Daedric Curse (+55% pet damage on target)
- Storm Antronach (Ult)
- Maw of the Infernal Set (5% chance of Daedroth pet on light/heavy attack)
- Morkuldin Set (10% chance of Magic Sword on light/heavy attack)
I'd even take Trapping Webs for the spiders if I could activate my own syngery, but I can't. It's a fun build, and it works well enough for group dungeons (non-Vet and Vet) and is amazing for solo play and thematically it looks great. I won't try to claim DPS is amazing though, it's very much sustained DPS in a game where burst DPS is the go-to: you won't be breaking any records or anything.
I find it a lot of fun, and it works for me at least; but I'm also not looking to be some top-tier badass or anything either. Pet/summon builds really don't have a lot of options, there's only 2 other sets that I know of (Hunt Leader + Necropotence?) that are applicable to pet builds and they're pretty lousy sets for DPS anyway.
I personally don't agree with the "Unholy Herdsmen" linked above as well, primarily because under "skill replacements" they recommend removing the pets basically anytime you're in a group setting anyway... X_X
The build would no doubt be fun having all these summons pop up everywhere... and you can complete all normal solo content with any build... but pets are weak, add in making the build a hybrid and un-optimized like this and it becomes very weak for anything except general solo stuff.... which is fine if solo is your thing, but leads me to the next comment...
Transairion wrote: »The build would no doubt be fun having all these summons pop up everywhere... and you can complete all normal solo content with any build... but pets are weak, add in making the build a hybrid and un-optimized like this and it becomes very weak for anything except general solo stuff.... which is fine if solo is your thing, but leads me to the next comment...
Does the stamina specific bonuses from Morkuldin set alone automatically make it a "Hybrid" build? Everything else I've got is as as Magicka Summoner Sorc as can get.
The most "optimized" summon build possibly is literally Max Magicka on everything, as that's the only thing pets scale with: at least Morkuldin/Maw of Infernal Summons scale with the Mighty Champion Point line. Daedric Summoning pets get 0 benefit from any CP line, period.
Sorry if that comes off snarky, but I guess I'd rather be a "hybrid" than an "optimized summoner" who's limited to VR12 Necropotence set (10% more Max Magicka with summons out) and only 2 summons. Though I am confused, in what group setting are summons bad? I know in the past Storm Antronach/Clanferr could taunt and in Dungeons/Trials it messed up bosses, but that was removed a long while back.
Transairion wrote: »I wouldn't call the 5000 hp in PvP a massive buff to Sorc pets, given they're basically just an annoyance to other players there anyway but "certain pets getting physical resist/spell resist" for the first time due to a bug will be a welcome change.
As a PvE Summoner though, I went all-out with my niche build:
- Clanferr
- Twilight Matriarch
- Conjured Ward (pet shields)
- Daedric Curse (+55% pet damage on target)
- Storm Antronach (Ult)
- Maw of the Infernal Set (5% chance of Daedroth pet on light/heavy attack)
- Morkuldin Set (10% chance of Magic Sword on light/heavy attack)
i like this set up but 1 question with morkuldin i know that mainly a stam set but is the sword that it spawns effected like other pets where its dmg is effected my max mag?
Summons are considered bad in group content for a few reasons... 1. They die very easily, especially in AoE situations. 2. They can channel nasty boss attacks EG. final boss in AA. 3. They are often lower DPS builds which then put pressure on the group to make up for that, especially in areas where there is a DPS check/race mechanic before a boss enrages...
There are obviously quite a few group dungeons that are so easy its not noticeable. But go do anything remotely challenging and it becomes an issue...
i like this set up but 1 question with morkuldin i know that mainly a stam set but is the sword that it spawns effected like other pets where its dmg is effected my max mag?