With healing companions not really healing and fighting companions not really fighting, the answer is clearly an augment - but which augment?
One answer is
- For BiS gear, you want a legendary Deepcrow Hatchling anyhow for an offensive slot for the +8000 Power bonus, so why not make it do double duty and use it as summoned as well?
The Deepcrow Hatchling gives a special bonus to Critical Strike, Deflect and Awareness, so if you are below cap on any of those stats, fine. However, if you have capped those and cost is not really an issue, you would be looking at using a different augment companions as summoned - one that gives a special bonus to Power.
Those are:
- Bulette Pup (Power, Defense, CA)
- Star of Simril (Power, Crit Avoidance, Awareness)
- Quasit (Power, Defense, Accuracy)
- Polar Bear Cub (Power, Critical Strike, Awareness)
If you have reached "maximum efficiency" for all the stats, it really doesn't matter which one you use, but otherwise what is "best" really comes down to which stats you are lacking. In my case the best active augment would be either Bulette Pup (CA not maxed) or Star of Simril (Crit Avoidance not maxed). I already have the other stats maxed, so Quasit and Polar bear cub would not be as good for me.
Comments
As far as summoned companions (the OP question):
At lower levels, the summoned companions do more comparitive damage I am told. Of all the companions I've tested (about 20 at legendary)... the best ones were Zhentarim Warlock & Air Archon (but they are not that good). My take away is that physical damage companions suck dogshit. The AoE companions are the only ones that "might" be good. I'm told that Death Slaad is good... but im not gonna upgrade mine for 1.75 million just to find out. (its sitting at green).
I use many different companions for many different fights. If I am fighting mobs i use the Groot dude who just does a good job mitigating the mob and also the con-artist as he does hit hard and boosts your crit strikes on everyone he hits.
also I like to use the leprechaun, as he does hold a mob every 30 seconds. he will hold one of the mimics for you in LOMM
the Grung frog dude is pretty cool but he can't see. most of his attacks will be in the opposite direction of the mob, but if he somehow hits they are poisoned will die much easier. He even poisons bosses, but again he is near blind and will miss alot...
I have lots of other pets i use and they are all great whether epic or legendary... so if yours are not fighting then fire them and use something else. but yeah, healers suk.
> owlbear cub is not bad .
Well, neither is the goldfish or the goat - what's your point? I'm not talking about which companions are not bad - but which ones are best - and the Owlbear Cub is just not quite in the same category as several others as far as summoned companions are concerned.
It gives a special bonus to ArPen and Accuracy (which will be wasted for BiS players) as well as CA. That makes it inferior to many other augments.
Now, what makes the Owlbear bub potentially interesting is if you slot it in a utility slot, for a 10% chance to do an additional hit for up to 50% of your Power when you fail to critically hit. For a BiS player way can assume a 50% Crit chance and at least 140K Power, so this is really 0.5*0.1*0.5*140K or 3500 per hit on the average, which is pretty nice - but which companions are best in the offensive/defensive/utility slots is an entirely different issue.
> How about a list of BiS for each type of comp slot?
That's a big question. I do not think there is a single set that is "best" for everyone. There are a few that are really good for most players - I already mentioned the Deepcrow Hatchling (for the +6000/+8000 Power bonus), but another of my favourites is the Energon (for 24.000/32.000 HP). Howver, there are numerous other issues to consider.
For example, for a Healer loadout you might want companions that give a bonus to outgoing healing: Ioun Stone of the Feywild, Neverember Guard, Polar Bear Cub, Quickling or Rebel Mercenary.
Companions like Xuna and Owlbear Cub might be suitable for some - others want a max Power build and go for Alpha Compy and various companions that give a Power boost.
Also, if you have not maxed some of the more important stats like Armor Penetration, a companion that boosts those will generally be superior to most other choices.
> Black Dragon Ioun Stone give extra HP. Nice for tanks.
Ah, yes...you are right. Not everyone focuses on Power. So, the augments that give a special HP bonus also Include the Ioun Stones of Allure/Might, the Goldfish and the Infant Gorilla.
> If you are only using augment, then you are using your companions wrong.
Well, the issue is if whatever benefit the companion brings compensates for the loss on stats you get from not using an augment. and the potential inconvenience of using a killable companion.
Granted, this might be the case in some circumstances, for example while leveling up or if you are a bit undergeared, but I have a really hard time seeing this for anyone close to BiS.
The actual difference between 1 augment and other is not very high. We are talking about 3K power in 150k power builds
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Some also have errors in their tooltips (black ice ioun and red drag ioun), so don't trust them. Rainer has all the correct values in his pocket wiki.
To be honest, they made a cluster really of comps.. Im not at all sure why this new system is better then the old one, you just have to spend more AD.. and have little to no choices in the end.
Even if they upped healers a bit, I bet it wont be by much.. because they dont want a situation where healing comps, can heal you through content designed for groups.. which will always make their heals pretty pathetic probably.
The new comp system , is like pretty much the rest of mod 16.. lousy imo.
All they have done is replace a debuff/buff pet with a stat pet. Thats what we get for you complainers though..
But i guess its all how you play the game. If they just fix the dungeons, I think the game will be playable. little tweaks here and there will help with regular content but playing the dungeons are just not fun...
My results were the same as his.
He doesn't mention the HP enhancement bug though so maybe it was fixed.
EDIT : I double-checked. The wrong tooltips are still wrong and HP enhancement still gives -4k instead of +4k.
What players wanted was a way to change the companion visual to another companion but not losing anything on the summoned companion. For instance instead of the Tiger some wanted to see another companion such as Fire Archon, Air Archon, etc...
Once again we asked for A and got Z.
The thought I had on companions was this, make the summon companion a non-combat pet - augment. This would allow us to pick whatever companion we wanted summoned. What we do get from companions with be the active bonus, stats, etc... based on the companion ranking. We pick 5 actives and there is no enforcement of taking offensive, defensive, or utility. The five we pick will provide us a combined stat rating based on the five active companions we selected. Than we would get those along with whatever gear and runestones we have on our companion. Than we can add a debuff from a list based on companions we have acquired. This is very similar to what is in mod 16 but removal of attacking/healing companions as they are mostly useless.
As for what is BiS, I'm sure once we all play a bit more and spend more playing we will find out what is truly BiS.
The companions who participate in fights allow all classes to make use of combat advantage in single player content, which makes a huge difference for players with non-overkill dps for what they´re doing.
Also my dps companion has saved me from having to click on a few trash mobs every once in a while xD. Still...yes, its disappointing that:
1. the dmg output of dps comps isn´t more meaningful
2. its impossible to reach stat tresholds like arp for full damage on companions without insanely overstacking on the main char.(would be nice if bondings worked both ways, at least for the capped stats)
haven´t experimented with other types yet, but companions control powers might do a little more now that the players own have longer cooldowns related to uptime.
Also, some other effects read promising, if they work xD. F.e. the angel of protections "summoner takes 5% less dmg", might be worth it on tanks if it really gets us from 50% damage resistance to 55%
EXAMPLE: your level * companion's level / 100 = Unique companion damage boost (goes up to 24% max)
The best you could hope for is using it to grant CA on things like expedition bosses, but those die so quickly even without CA that it doesn't matter much.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
COMPANION - - - - - - - PLAYER BONUS POWER:
Owlbear Cub (bugged) - - - - - - - On encounter use, if you fail to critically hit, you have a 10% chance to do an additional hit for damage equal to 50% of your power.
Cockatrice - - - - - - - 10% chance to do 40% weapon damage and root the source of the damage for 6 seconds (3 seconds if target is player).
Pig - - - - - - - 5% of your Max HP healed every second you are Controlled.
Stalwart Golden Lion - - - - - - - 50% chance, on companion power use, to apply a stack of Celestial Lion's Presence to you. Celestial Lion's Presence grants 10% additional damage as radiant damage for 10 seconds.
Astral Deva - - - - - - - 10% chance to heal companion and player for 8,000 health
Bulette Pup - - - - - - - If you take more than 20% of your Max HP in a single blow, you Heal for 20% of your Maximum Hit Points over the next 5 seconds. This effect may only occur once every 60 seconds.
Tutor - - - - - - - On combat start, your Armor Penetration is increased by 12,000 and your Combat Advantage is increased by 6,000 for 10 seconds. (when summoned, Tutor boosts allied Combat Advantage)
Hunting Hawk - - - - - - - Damage bonus increases as the range increases with a maximum of +10%.