Plaguebringer Tree Is Underwhelming

I noticed there are only two small passives in this tree that buff your poison dmg and one of them is tied into pet health or pet survivability. The two big main passives feel like they're built for melee classes too only.

Speaking of pets; they are quite underwhelming except for the big tanky guy while the others all die extremely quickly and do little to no dmg.

I find the one big passive, where you give up force shield/HP for -20% dmg to pets is hardly worth it as well, same with the smaller nodes that do the same. It's way too much toughness given up for mediocre pets.

TL-DR; A little more poison options (esp for ranged) and better pet passives.

Replies: 1

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

I'm currently running through act 3 with a pets based build and my pets are doing relatively good with survival now. They typically don't die to trash mobs anymore and only elites or bosses give them a bit of a hard time. They do die a lot early game which sucks. Also you don't really need more toxic damage nodes, just take the ailment damage nodes in the cabalist tree and use plagueburst with the modifier to leave toxic clouds on enemy death. Hope this helps.

Created: 4 years, 2 months ago

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