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TheLady000
05-02-2006, 07:04 AM
<DIV>I recently started a conjuror, and have seen a problem with sending my pet in for attacking some creatures.  I click on my target, click the attack button for the pet, adn get the message that I cannot attack the current target, and usually have to pull the creature with a spell and then send the pet in.</DIV> <DIV> </DIV> <DIV>Is this a common problem, or is there something I should be doing differently?</DIV> <DIV>Any advice is appreciated</DIV> <DIV>Thanks</DIV>

Thmy
05-02-2006, 09:54 AM
<DIV>Some pathing code for pet attacks was changed not long ago : may time you can send in a swarm pet but not your main pet.</DIV> <DIV> </DIV> <DIV>fighting on Stairs is one big problem now.  Many time a z-axis differance will cause a problem.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>ALSO, lately I have had to hit the attack Hot key ( a drag and drop from the pet window ) two or more time to get</DIV> <DIV>the pet to attack . There are no messages -he just won't go.</DIV> <DIV> </DIV> <DIV> </DIV>

tuckerlord
05-02-2006, 11:52 PM
<DIV>It's a common problem, and you are fixing it the only way, either spell pull or aggro radius pull </DIV> <DIV>and sick your pet on it before it has a chance to hit you.  Boosting your STA and resists would </DIV> <DIV>help a lot, especially if you fight solo in dungeons or near lots of walls as you will run into this </DIV> <DIV>problem a lot.</DIV> <DIV> </DIV> <DIV>Basically the game is looking for direct line of sight, and if any portion is blocked, you can't send </DIV> <DIV>your pet in after it.  This can include small trees, tents, logs or even banner poles blocking part </DIV> <DIV>of the mob.  If the mob is sunk into the bottom of the zone a bit, this could cause it as well.  I </DIV> <DIV>dont see this problem being resolved anytime soon as I played EQ1 and had the same problems </DIV> <DIV>for years lol.  Though I have to say, it has gotten a lot better since the release of the game, I could </DIV> <DIV>not battle in dungeons as my pet would drive the mob into the walls and die and kill me and my </DIV> <DIV>group as the mob is hitting us through the ceiling....</DIV> <DIV> </DIV> <DIV>Could be worse =)</DIV> <DIV> </DIV> <DIV>Edit- Addition</DIV> <DIV> </DIV> <DIV>You are right, I have had the same problem with my pet not attacking.  I have to hit attack 2-3 times </DIV> <DIV>before he will go.  It's annoying!</DIV> <DIV> </DIV> <DIV> </DIV><p>Message Edited by tuckerlord on <span class=date_text>05-02-2006</span> <span class=time_text>12:54 PM</span>

Tro
05-04-2006, 09:58 PM
<P>I have also seen this and it is very annoying. Especially if you are up on a wall of some sort. Pet will not move after hitting the attack button. I have to move down a bit and then he goes.. </P> <P> </P>

Supernova17
05-05-2006, 08:34 AM
The game doesn't look for line of sight, my pets and others can run behind closed doors etc and drag mobs back through them. The only reason you get the * cannot attack * message is because you are on a different elevation plane than the mob. People used to exploit this by standing on the ground, target a mob far above them (where they normally would have to clear all the way up in order to pull and kill it) and send the pet to attack, and presto the mob leaps down to fight you. Standing on stairs and objects such as rocks, tree stumps, fallen pillars etc can produce this, because you are technically on a different elevation. There is some leeway, but not much. For instance, I can send my pet to attack mobs above me, but only if it has a logical means to get there, IE stairs and the pet will run up the stairs to pull rather than magically transporting itself 100 ft into the air like they used to. <div></div>

Razorbak
05-09-2006, 08:14 PM
Its times like that when a doll is handy so you can pull without doing much damage and the pet can pull agro right off you.  Pulling with a big nuke can be rather....painful

Supernova17
05-09-2006, 10:04 PM
I pull by using my root and canceling it. If I'm lazy, I hit the mob with a DoT and hope the pet can peel aggro quick. <div></div>

Embret
05-10-2006, 03:39 AM
<P>I run into that issue constantly and it's a pain in the backside.  I have taken to casting Fiery Doom (This spell is a good choice because it can be cast quickly and has a short re-use timer.) or Harden and let the monster come after me.  I generally take only one hit before my pet has pulled aggro away from me anyway.  I use the ADP III Tellurian Avenger with Master II Volatile Haven and a Master I Conjuror's Signet.  The pet can pull just about anything off me and hold it pretty well, I just have to convince Cuddles that it's a good idea to attack whatever it was I sent him after.</P> <P>This is purely anecdotal, but I have noticed that my pets get better behaved as I ramp up the spell level.  I am still using a Master I Aery Outrider that is just about the coolest pet around.  I can send him halfway across a zone and pull something right back to me and whatever I pulled is generally pretty much done before he gets to me.  (I have told others that he must wind them pretty good running 'em that far....hehehe.)  I have the Aery Stalker but as of yet haven't upgraded him and I don't think he's as effective as the other pets...yet....  I haven't used the fire pet very often as I found that one to be the biggest pain of the bunch, he is definitely obstinate, more so than the others, although he can do some good damage at times.</P>