Accelerated growth is worth investing at least a few points into. Put further points into regrowth when you find your heals can’t keep pace anymore. Useful heal for topping up your wolves’ health between, and during, fights (not to mention your own). Strength of the Pack through is worth pumping points into through. Maul and Survival Instinct should be left at 1 point and buffed with +skill items, there’s just too many other things to spend your skill points on. The base skill should be the #1 priority to max. Maul will add some more damage, Survival Instinct is useful for making a wounded wolf extra tanky preventing them from getting burned down too fast and Strength of the Pack will buff themselves and you with physical damage and speed. Call of the Wild has a number of synergy skills. They will dish out physical damage, plague synergy will help their DPS. Summon limit increased to two at 7/16 and three at 18/16. Earthbind is great but you still have Flash Powder and Briar Ward for protection. If you don’t have Atlantis you might want to skip PGB in favour of a ranged option then. You should have a fair amount of leeway with your stats.Īs for Atlantis, Poison Mayhem is a nice pickup for Poison Gas Bomb and Earthbind is a great CC option. I think a more ranged option would be better than melee given the masteries CC options. I played as a poison caster but the character can be tweaked to be more melee, archer, throwing, etc oriented if you wish. If you don’t have the gear, you can vendor farm for Wanderer’s Amulet for +1 Nature and gorgons for Stonebinder’s Cuffs for +1 skill or look out for a Shrine of Mastery as it can boost your skill level enough for you to summon the third wolf while its buff is active (you need to keep wolves alive after the buff goes away through as you cannot resummon if third wolf dies).
2 wolves is fine for early normal if you’re starting at level 1 but will be easier if you have the +skill.
Epic Stonebinder’s will get you enough for the extra wolf and you can use an assassin’s amulet for an additional +2 rogue. It’s a good idea to pre-farm some gear on another character if you have one. In addition it helps make your passives into one point wonders. Long term you actually want to have more than +4 skill actually, a lot of the skills require deep point investment and having more than +4 skill means you will able to refund points from skills that over the max ultimate level to invest in others. +2 nature is required for the third wolf, +4 rogue is required for zero on cooldown on traps. +Skill is pretty important for the build. The Illusionist makes for an excellent summoner with the ability to keep 4 pets constantly (3 wolves and nymph) and lay down traps as they move, along with excellent CC options and a big health pool to protect themselves. Build: Trapper / Summoner / Poison Caster (can be tweaked to be more melee, archer, etc.