Wolf Companions so underwhelming

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Djirane#4170 wrote:
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I have no real issue with them wanting the kit to be more than JUST the wolves. But they are on the record during an interview as having wanted the Wolf Summoner Archetype to feel strong, and that means the wolves NEED to work as a primary damage source.


When was the interview ? What are you quoting ?


I mean currently, they do 30-35% of my damage on boss but they also provide me huge damage boost to my damage & help me to survive (compared to a regular Melee Build). So I do consider them more that just "utility".


It was either in the ZiggyD or Talkative Tri interview that they said it.

I can get wolves to feel ok with large investment. But the fact that I need to realistically walk over to another classes tree to do it is a problem. Especially when compared to Bear or Wyvern, or even just straight wolf, wolf summoner feels MASSIVELY undertuned.

When they said that they were looking specifically at a wolf summoner, I was thinking that basically you would have a level 1 gem that summoned 1 wolf (as you level it up you get more). Then 3/5/7/9/11/13 would give you a skill that buffs you and your wolf(ves). Or that they would have a talisman like the Rattling scepter that called wolves as it's implicit and you could spend spirit to get more, with once again having skill gems that would let you buff them up. THAT is the fantasy behind the archetype. Not just calling them up like the Witch does, but empowering them through spells and rituals.
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Maybe wolves are meant to supplement only. There are a ton of skills that don't cut it as your primary damage source. Including other minion skills.

Could be that wolf pack druid works, but only into the very endgame with tons of skills points and proper equipment.


Except the explicitly said they wanted the idea of the wolf summoner archetype to be powerful? They are on record of wanting the wolves to be a primary damage source.

That's not how I read the passive tree though. There are a lot of nodes that give damage to both you and your minions or companions. They clearly are suggesting that summoners be active, not just AFK.

You can spec into rage and once you're sitting on 75 rage, your wolves have 75% increased damage. So you need to attack a few times, then GTFO while the wolf pack melts the enemies.


The issue is, if you spec into rage your wolves have no HP. None. So they get taken out in a single tickle from any mob. And increasing 10 damage by 75 is still only 7.5 damage increase.

EDIT: Just did a 100 plus rage build speccing the wolf companion spirit gem for max damage. They tickle a t1 white map white mob. Even at max rage. SO your theory there is COMPLETELY wrong.

I did try a ragey build (got up to like 50 rage as it was not the sole focus), and I saw no damage from the wolf pack.

As for how they built the tree, yes they clearly built the tree to think of wolves as a sprinkle on top, not a core mechanic.

I can get wolves to feel ok with large investment. But the fact that I need to realistically walk over to another classes tree to do it is a problem. Especially when compared to Bear or Wyvern, or even just straight wolf, wolf summoner feels MASSIVELY undertuned.

When they said that they were looking specifically at a wolf summoner, I was thinking that basically you would have a level 1 gem that summoned 1 wolf (as you level it up you get more). Then 3/5/7/9/11/13 would give you a skill that buffs you and your wolf(ves). Or that they would have a talisman like the Rattling scepter that called wolves as it's implicit and you could spend spirit to get more, with once again having skill gems that would let you buff them up. THAT is the fantasy behind the archetype. Not just calling them up like the Witch does, but empowering them through spells and rituals.
Last edited by davieboy1228#6473 on Dec 15, 2025, 1:31:10 PM
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I did try a ragey build (got up to like 50 rage as it was not the sole focus), and I saw no damage from the wolf pack.

Furious Wellspring + Commanding Rage
Evasion-only melee character that can kill Ubers with cheap gear (SSF Rise of the Abyssal), no armor, no energy shield, 62k eHP:
https://poe.ninja/poe2/pob/119e9
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I did try a ragey build (got up to like 50 rage as it was not the sole focus), and I saw no damage from the wolf pack.

Furious Wellspring + Commanding Rage


Just tested this as well, both with the double rage keystone and without. Wolves tickle SLIGHTLY harder with the furious wellspring ascendency (already had commanding rage from the previous test), but still die in 2 hits from white mobs.
+1 hope they fix it
The witch minions in 0.1 were the worst minion gameplay experience I've ever had in any game. I'm not shocked they fumbled the wolf minions too. For some reason GGG won't give minions any chance to be meta but they are perfectly fine with ligning arrow deadeye being the strongest build for multiple leagues...
Honestly i don't think the wolves are as bad as people have said. There are several ways you can buff them:

Keystone that allows you to hold a sceptre in offhand.
Rage passive nodes synergise well with both you and your minions.
AFAIK you can have max 14 wolves
Artic howl buff
Lunar blessing buff
Predators mark damage buff shreds bosses when you have 14 wolves
They are also a good meat shield for survivability
Found out yesterday you can add a support gems to pounce aswell which allows you to use the mark twice basically.

It's obviously not one of the strongest builds in the game and I agree with you that GGG marketed it as the main wolf build, but if the wolves were buffed it would be boring if they were doing the majority of damage and you could just sit back and watch, you still need to be the primary damage dealer IMO.

I think what does need improving is the AI however, especially in tight corridor maps. I also think they should change some of the passive nodes around the druid start location to not focus around minions with command skills as the wolves don't have any so they're useless.

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