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View Full Version : Why not make Nether pet remain spawned after mob dies a la broodlings ?


Araxes
07-22-2006, 10:45 PM
Just a thought after posting in the other thread ...Why not make the Netheros / Netherlord remain spawned for a set duration -- if there is more than one mob in the encounter ... then instead of it poofing when the mob dies it stays up and runs to the next one ...<div></div>

Darkdaedulus
07-23-2006, 11:00 PM
<P>I agree but I dont see it happening .. I would like to see him do a little bit more damage or have some other effect that would make it really worth using him more often ie: taunt a bit more... Dont get me wrong I think its a real cool spell .. I like to use it to scare the hell out of other members in the grp ..When most see him they try to attack him lol..They start yelling "add addd addd" or "[expletive haxx0red by Raijinn] who used an ae"</P> <P> </P> <P>I </P>

Deathspell
07-24-2006, 03:19 PM
Because Netherlord is not a proc spell, you can cast and have Netherlord active every time.Broodlings on the other hand have to proc, they may or may not appear, therefor it makes sense that they continue to the next mob.They are also AE, which also makes sense if they keep doing damage when a mob dies.Netherlord only affects on mob. All your single target spells end when the mob dies...<div></div>

Crono1321
07-24-2006, 06:18 PM
Netheros doesn't taunt, he just hits a mob and gets aggro, just like you.  Getting him to keep aggro is impossible unless you just put a dot on the mob and watch them duke it out.  The coolest thing this pet does is lifetap, so sometimes he can full-heal himself if he's tanking a mob. <div></div>

Dajuuk
07-24-2006, 08:02 PM
<DIV>My only issue with the spell is I don't believe the spell does enough damage for a nil crystal consuming spell.   I think they should either drop the crystal consumption for this spell or slightly increase the damage it does.   Not a lot, I think the spell is a balanced fine as a straight up spell, but all of the nil crystal consuming spells should have a little bonus to make the harvesting worthwhile.   I feel its missing from netherlord.</DIV> <DIV> </DIV> <DIV> </DIV>

Dyshar
07-25-2006, 12:18 PM
<DIV>The life tap that the nightblood had has been out of the game for a few months now, he is nothing but crushing dmg.</DIV> <DIV> </DIV> <DIV>Also i think that he is one of our best  single target DoTs that we have, on raids he melees for like 500 to 800 dmg every 2 secs or so....if he does not die heh</DIV>

Araxes
07-25-2006, 07:55 PM
<div></div><div></div><div></div>I wasn't posting this becuase I think there is any "problem" with the spell currently.  This is strictly a suggestion I made in regard to improvement.  I think that if he were to move to the next  mob in the encounter it would be both more efficient and more useful.  Think about it.  We save casting time.  We save energy cost.  We gain the ability to cast it in multi-mob encounters as a usefull spell.  It still does the same damage.  It still has the same duration.  We aren't changing or losing anything other than the fact that it doesn't de-spawn when the first mob dies.  I'm not suggesting a full-on pet -- it would remain a dumbfire, strictly fotr damage, just like it is now -- simply a more versatile one.  <p>Message Edited by Vicontessa on <span class=date_text>07-25-2006</span> <span class=time_text>08:58 AM</span>

Max122
07-25-2006, 07:59 PM
It would be kinda cool but I dont think that it would really work for the netheros to know to go to another mob.  With the broodlings from what I can tell is if there target dies they keep casting their AE if it hits something they stay up if nothing else around they will despawn after a try or 2 of the AE from what I can tell.  That really seems to be the only way the broodlings stay in there and keep chugging away.

Araxes
07-25-2006, 08:09 PM
<div></div><div><blockquote><hr>Max122 wrote:<div></div>It would be kinda cool but I dont think that it would really work for the netheros to know to go to another mob.  With the broodlings from what I can tell is if there target dies they keep casting their AE if it hits something they stay up if nothing else around they will despawn after a try or 2 of the AE from what I can tell.  That really seems to be the only way the broodlings stay in there and keep chugging away.<hr></blockquote>Ok OT for a moment but I have to clarify this :Broodlings will move to any target that is in the *current encounter*.  <b>After that</b> they remain spawned for the duration of the proc (IIRC this is 24 seconds).  They will continuously AE even while sitting stationary behind you.  So ... *If you are fighting multi-encounters (2 or more heroics that are <b>not </b>linked) and the initial mob dies -- you have to move into the fray to enable them to damage the other encounters.It's the way they are coded to act.The programmers could script Nether pet to act any way they choose to ... assuming they have the time to do so.</div><p>Message Edited by Vicontessa on <span class=date_text>07-25-2006</span> <span class=time_text>09:10 AM</span>

Max122
07-26-2006, 07:38 PM
Hmm well Ive popped them on ^^^s when we would pull whole rooms of greens when that mob died only on in that incounter those broodlings stayed in there while I was back some only time I notice them come to me is when nothing is left for them to hit.

Prrasha
07-28-2006, 12:19 AM
Basically, it won't happen.  The nightblood is a 'dumbfire pet.'  It will behave like every other swarm/dumbfire in the game; it attacks the mob you cast it on and goes away when the spell ends, the target mob dies, or the dumbfire/swarm is killed, whichever comes first.  Just like necro stench clouds, wizard protoflames, conjuror aquatic swarms, warden wolfpacks, illusionist constructs, whatever that shadowknight thing is called... Our warlocky broodlings are a special case, not 'how temporary pets should act.' <div></div>