View Full Version : Caster Pet AI - please fix it with summoner revamp!!
geckoskin
05-12-2005, 12:11 PM
<DIV>Please for the love of god, make my grim temptress stop running up to melee the mob and getting AE'd, barraged, and riposted to death immediately. Sure, barrage and riposte can be avoided by positioning myself behind the mob before sendng pet, but its a warlock for crying out loud - it has no business running up there to begin with. It misses every attack anyways. And true AE is unavoidable, aside from calling pet back every so often - a huge annoyance.</DIV> <DIV> </DIV> <DIV>The caster pet should stay near the necromancer or at it's maximum spell range and just cast, because yknow... thats what casters do.</DIV> <DIV> </DIV> <DIV>This is one of the most important thinks I would like looked at when the long-overdo summoner class fix comes around.</DIV>
Psyrus2
05-12-2005, 02:29 PM
I was just doing some thinking. Late night I was fighting Ashland wisps in Nek, and they are caster mob's. The AI for caster mob's do the same thing. I'd imagine if they revamped the AI for our caster pets, they'd have to do the same for the mob's too. That would probably be a nightmare to implement, and on top of that, the fights would get really messy. Could you imagine what would happen if caster's AI would allow them to run outside of melee range to get off their spells. I could see a LOT of un needed aggro for the fact of running all over the zone just trying to catch the mob. I don't know what the answer is, but I'm thinking it may not be able to be fixed.
El Chupacabr
05-12-2005, 04:29 PM
Maybe if they plain old took away the "poison" attack of the grims it would stop them from trying to get into melee range. If not it probably would be a nightmare to implement.
Silverdrop
05-12-2005, 04:39 PM
Would already be nice if the "stay" behaviour would also affect combat (whatever happens, don't move from the spot you stand at now). Makes it the responsibility of the necromancer to make sure it's in range of it's spells <div></div>
quamdar
05-13-2005, 12:03 AM
<DIV>i like the idea of having it stay even in combat but i think eventually after they revamp the pets the reason for the scout will be to take the AE and stuff that the mage can't handle while doing more DPS than the RT. otherwise i really don't see a point in having the scout at all.</DIV>
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