Hello everyone, so I finally have some resources to get another companion, but since module 2 came out I have doubts about the cat / stone as beeing best. So can some experts please confirm that they are, or if not, witch one are?
Cat active bonus looks really useless, do the other bonuses still worth getting a cat over a sprite for example (2% AP gain)?
I also got a rust monster from a lockbox, I was going to sell it but when I saw the price I tought maybe it's not the best timing to sell it now. Active bonus doesn't look bad, my objective in dungeons is keeping the party alive so a 5% decreased damage to the boss once in a while looks nice.
Oh and yea, I'm a PvE player so consider that too please, happy to hear your opinions, thanks.
The stone is my personal favorite for PvE
1) the active bonus to slow is nice
2) more cost efficient
However, because you can stack HP now, belts are also useful. The question is, do you like the stats from belts/icons better.
-most icons have power, crit, recover and possibly arm pen/lifesteal depending on the icon you get, offensive slot
-most belts have defensive stats including hp, defensive slot, defense, crit... honestly it varies on the belt
Both give similar stats, but it depends on which one you pick of each type. So my generalization: cat can give more defensive stats than a stone in the third slot.
For the rust monster, you can keep that as an active pet but leave it unsummoned. I myself have one and it procs a lot, also, it stacks up to three times meaning it can be a 15% damage decrease. Combo'd with feytouched it will reduce incoming dmg for your whole party.
Have you actually noticed the slow? I can never tell if it's actually doing anything but very small % or timer or if it's bugged and does nothing.
According to my logs, the Ioun Stone of Allure Slow procs anywhere between 1-3 times every 2 minutes. The fact I have to turn to the logs shows it is virtually unnoticeable.
By contrast, I am happy my DC has a Cat due to being able to leverage a defensive class with the most effective defensive stats. The fall damage reduction is also noticeable but, of course, you are highly unlikely to use it often to notice or care (except perhaps occasionally in the open world).
Oh I see, I did well to ask, looks like I misunderstood what the active bonus was, I was thinking at it more like an "summoned" bonus.
Well then what would be the effect of haveing more that 1 rust monster active? almost a permanent 15% dmg debuff? (maybe not so usefull since the other party members may have one too)
Oh I see, I did well to ask, looks like I misunderstood what the active bonus was, I was thinking at it more like an "summoned" bonus.
Well then what would be the effect of haveing more that 1 rust monster active? almost a permanent 15% dmg debuff?
Cannot have more than one of the same companion in an Active Companion slot.
Eh, either way it's gotta be an augment pet for your 'summoned' companion, since unkillable + MOAR STATS is always going to beat "some lowbie oik who runs into red and dies".
Since your original post suggests you don't have an augment, then yeah: get a cat, or one of the stones. If fondlez says the cat's better overall, then it's probably better. I think when I treated myself to my stone the exchange rate was such that cats were actually more expensive than ioun stones, so it was more or less an economic decision.
(This was pre-caturday, though: I have no idea what the price is like now.)
Cat or ioiun stone of might is the best augment pet for clerics now. Cat fall protection vs draco is very noticeable if you do a lot of cn. Stone of might is probably preferable to most players, 5% more stamina regeneration at epic rank.
My defensive cleric companion options list from pincushion cleric build.
1. Cat (200 deflection and 50% less fall damage, great for fighting dracolich) OR Ioun Stone of Might (5% more stamina regeneration at epic) instead of Ioun Stone of Allure. Allure's active bonus is perhaps the worst for clerics since most of our encounters used in dungeons don't touch enemies. Augment pets with belt slots are good now since HP can be stacked in them in mod 2, and HP should be stacked instead of defense once defense is at 2.4k-3K depending on your playstyle (I prefer ~2.4k defence for PVE).
2. Sprite, 2% AP gain, for hallowed ground spammers.
3. Rust Monster, 25% chance to apply 5% damage 5 second duration debuff on attacker, an option because it is very cheap (350-400k AD in AH atm), this companion may not be optimal, but if you notice you are taking as much damage as melees in the team as you certain can do with this build it is decent.
4. Leprechaun, 5% less AoE damage at rare, I am assuming 10% less AoE damage at epic but not certain, quite good for survival.
5. Cavebear, 1200 HP at epic. Very nice indeed.
6. Pig, low cost uncommon, 1% max hp heal per second of being controlled at uncommon, 2% at epic, decent.
7. Helmite Ghost Paladin, 165 regeneration/165 recovery at epic, cheap uncommon companion, stats are useful.
8. Pseudodragon, 20% chance to replenish 5% stamina per attack or encounter use, good for people who like dashing a lot.
9. Man At Arms, 300 defense at epic, if you need it.
10. Cleric Disciple, 300 regeneration at epic, if you're a regeneration freak.
@OP: The choice is yours, for certain. I still don't have a stone or cat on any of my six alts as I prefer a summonable companion (I'm just not interested in those). Just saying.
Anyway - if you choose to go with a summonable Companion and you're thinking Z-Store: I leveled my DC to 60 primarily using the Galeb Duhr companion and here's why: (keep in mind, this is before the idea of bonus player stats given by companions): it's tough, real tough. It also grabs agro from the most powerful creature in mobs, or the elites/bosses in solo PvE.
It's saved my squishy DC bacon countless times (it even killed off the Boss of the Sanitarium in Helm's Hold before I realized it while I was dealing with adds). If you're thinking for Group PvE or PvP, then I can see where an Augment companion will be more beneficial.
I'm not an expert (as you are asking for that) - but I can say I do know what works in solo PvE and it's the Galeb Duhr (I've had Honey badger and many other companions - Galeb is the best).
As for the freebie Companion in-game: I had the best experience with the Man at Arms as he also pulls Agro so your survivability is increased.
I'm using the Storm Rider. I got it for free so I thought I'd try it out. The summon bonuses are good for Clerics (Power and Recovery), and she seems to do a pretty good amount of DPS. I seem to get through fights pretty quick thanks to her bow.
Lakini, Halfling Guardian Fighter Tomas, Human Devoted Cleric Dragon Shard
0
fildotMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Cat or ioiun stone of might is the best augment pet for clerics now. Cat fall protection vs draco is very noticeable if you do a lot of cn. Stone of might is probably preferable to most players, 5% more stamina regeneration at epic rank.
My defensive cleric companion options list from pincushion cleric build.
1. Cat (200 deflection and 50% less fall damage, great for fighting dracolich) OR Ioun Stone of Might (5% more stamina regeneration at epic) instead of Ioun Stone of Allure. Allure's active bonus is perhaps the worst for clerics since most of our encounters used in dungeons don't touch enemies. Augment pets with belt slots are good now since HP can be stacked in them in mod 2, and HP should be stacked instead of defense once defense is at 2.4k-3K depending on your playstyle (I prefer ~2.4k defence for PVE).
2. Sprite, 2% AP gain, for hallowed ground spammers.
3. Rust Monster, 25% chance to apply 5% damage 5 second duration debuff on attacker, an option because it is very cheap (350-400k AD in AH atm), this companion may not be optimal, but if you notice you are taking as much damage as melees in the team as you certain can do with this build it is decent.
4. Leprechaun, 5% less AoE damage at rare, I am assuming 10% less AoE damage at epic but not certain, quite good for survival.
5. Cavebear, 1200 HP at epic. Very nice indeed.
6. Pig, low cost uncommon, 1% max hp heal per second of being controlled at uncommon, 2% at epic, decent.
7. Helmite Ghost Paladin, 165 regeneration/165 recovery at epic, cheap uncommon companion, stats are useful.
8. Pseudodragon, 20% chance to replenish 5% stamina per attack or encounter use, good for people who like dashing a lot.
9. Man At Arms, 300 defense at epic, if you need it.
10. Cleric Disciple, 300 regeneration at epic, if you're a regeneration freak.
I have the dire wolf and I swear it's "chance to interrupt" procs WAY more than 5% it is in fact very noticeable...I'd try something like:
1. Cat 200 deflect 50% less fall dmg (for cn farming)
2. Sprite 2% ap gain
3. Cavebear 1200 HP
4. Vicious Dire Wolf ?% chance to interrupt target
5. Leprechaun 5% less aoe dmg
6. Pseudodragon 20% chance to replenish 5% stamina per attack
7. Ioun Stone of Might 2% stamina regen (I like to skid a lot and hate that "thwump" noise when its not available
8. Acolyte of Kelemvor 3% increased incoming healing (stacked with eye of lathander) could make righteousness a little less painful
9. Dancing Blade 3% critical severity (paired with perfect vorpal) for the lulz
10.either Honey Badger (10% less dmg when 35% missing hp) for those oh HAMSTER moments or Angel of Protection cause I WILL have one.....eventually....
Comments
1) the active bonus to slow is nice
2) more cost efficient
However, because you can stack HP now, belts are also useful. The question is, do you like the stats from belts/icons better.
-most icons have power, crit, recover and possibly arm pen/lifesteal depending on the icon you get, offensive slot
-most belts have defensive stats including hp, defensive slot, defense, crit... honestly it varies on the belt
Both give similar stats, but it depends on which one you pick of each type. So my generalization: cat can give more defensive stats than a stone in the third slot.
For the rust monster, you can keep that as an active pet but leave it unsummoned. I myself have one and it procs a lot, also, it stacks up to three times meaning it can be a 15% damage decrease. Combo'd with feytouched it will reduce incoming dmg for your whole party.
Have you actually noticed the slow? I can never tell if it's actually doing anything but very small % or timer or if it's bugged and does nothing.
According to my logs, the Ioun Stone of Allure Slow procs anywhere between 1-3 times every 2 minutes. The fact I have to turn to the logs shows it is virtually unnoticeable.
By contrast, I am happy my DC has a Cat due to being able to leverage a defensive class with the most effective defensive stats. The fall damage reduction is also noticeable but, of course, you are highly unlikely to use it often to notice or care (except perhaps occasionally in the open world).
Well then what would be the effect of haveing more that 1 rust monster active? almost a permanent 15% dmg debuff? (maybe not so usefull since the other party members may have one too)
Cannot have more than one of the same companion in an Active Companion slot.
Maybe I'll get a cat for 1st after all.
Since your original post suggests you don't have an augment, then yeah: get a cat, or one of the stones. If fondlez says the cat's better overall, then it's probably better. I think when I treated myself to my stone the exchange rate was such that cats were actually more expensive than ioun stones, so it was more or less an economic decision.
(This was pre-caturday, though: I have no idea what the price is like now.)
My defensive cleric companion options list from pincushion cleric build.
1. Cat (200 deflection and 50% less fall damage, great for fighting dracolich) OR Ioun Stone of Might (5% more stamina regeneration at epic) instead of Ioun Stone of Allure. Allure's active bonus is perhaps the worst for clerics since most of our encounters used in dungeons don't touch enemies. Augment pets with belt slots are good now since HP can be stacked in them in mod 2, and HP should be stacked instead of defense once defense is at 2.4k-3K depending on your playstyle (I prefer ~2.4k defence for PVE).
2. Sprite, 2% AP gain, for hallowed ground spammers.
3. Rust Monster, 25% chance to apply 5% damage 5 second duration debuff on attacker, an option because it is very cheap (350-400k AD in AH atm), this companion may not be optimal, but if you notice you are taking as much damage as melees in the team as you certain can do with this build it is decent.
4. Leprechaun, 5% less AoE damage at rare, I am assuming 10% less AoE damage at epic but not certain, quite good for survival.
5. Cavebear, 1200 HP at epic. Very nice indeed.
6. Pig, low cost uncommon, 1% max hp heal per second of being controlled at uncommon, 2% at epic, decent.
7. Helmite Ghost Paladin, 165 regeneration/165 recovery at epic, cheap uncommon companion, stats are useful.
8. Pseudodragon, 20% chance to replenish 5% stamina per attack or encounter use, good for people who like dashing a lot.
9. Man At Arms, 300 defense at epic, if you need it.
10. Cleric Disciple, 300 regeneration at epic, if you're a regeneration freak.
Anyway - if you choose to go with a summonable Companion and you're thinking Z-Store: I leveled my DC to 60 primarily using the Galeb Duhr companion and here's why: (keep in mind, this is before the idea of bonus player stats given by companions): it's tough, real tough. It also grabs agro from the most powerful creature in mobs, or the elites/bosses in solo PvE.
It's saved my squishy DC bacon countless times (it even killed off the Boss of the Sanitarium in Helm's Hold before I realized it while I was dealing with adds). If you're thinking for Group PvE or PvP, then I can see where an Augment companion will be more beneficial.
I'm not an expert (as you are asking for that) - but I can say I do know what works in solo PvE and it's the Galeb Duhr (I've had Honey badger and many other companions - Galeb is the best).
As for the freebie Companion in-game: I had the best experience with the Man at Arms as he also pulls Agro so your survivability is increased.
My too sense, your mileage will vary.
Tomas, Human Devoted Cleric
Dragon Shard
I have the dire wolf and I swear it's "chance to interrupt" procs WAY more than 5% it is in fact very noticeable...I'd try something like:
1. Cat 200 deflect 50% less fall dmg (for cn farming)
2. Sprite 2% ap gain
3. Cavebear 1200 HP
4. Vicious Dire Wolf ?% chance to interrupt target
5. Leprechaun 5% less aoe dmg
6. Pseudodragon 20% chance to replenish 5% stamina per attack
7. Ioun Stone of Might 2% stamina regen (I like to skid a lot and hate that "thwump" noise when its not available
8. Acolyte of Kelemvor 3% increased incoming healing (stacked with eye of lathander) could make righteousness a little less painful
9. Dancing Blade 3% critical severity (paired with perfect vorpal) for the lulz
10.either Honey Badger (10% less dmg when 35% missing hp) for those oh HAMSTER moments or Angel of Protection cause I WILL have one.....eventually....