View Full Version : On test
slyfer
10-29-2005, 06:30 AM
<DIV> <DIV><STRONG><FONT color=#ffcc00>*** Spells and Combat Arts ***</FONT></STRONG></DIV> <DIV> </DIV> <DIV>- Summoner, Conjurer, and Necromancer pets should receive additional improvements when they are summoned with a higher rank of spell. As the spell rank is improved, fighter pets will gain slightly more health, mage pets will receive a bit more power, and scout pets will have a bit higher damage output.</DIV> <P>===========================</P></DIV>
<P>[expletive haxx0red by Raijinn] WOOOT<BR>Nice nerf to our class <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Long live SOE, whiners must die <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P>
Allowen
10-29-2005, 07:31 AM
<DIV>"mage pets will receive a bit more power"</DIV> <DIV> </DIV> <DIV>nuker pets should do more dps and not need more power pool !</DIV> <DIV>Atm the only reason for me to use a mage pet is to get less agro, do the raid named starting use the mage pet and then switch to scout for much more dps around 50pct named(some times scout taunt better then warrior pet ,eh.go figure..)</DIV> <DIV> </DIV> <DIV>Right now my ad3 grim pet loses by far for my warrior master 1 pet(ok it is master but come on, mage should do close dps to scout pets )</DIV> <DIV> </DIV> <DIV>Allowen</DIV> <DIV>lv60 necro</DIV> <DIV>Mistmoore server</DIV>
Redorio
10-29-2005, 08:34 AM
<DIV>Not a necro, but conjuror mage pets are for *AOE* DPs, not single target, though they are not bad at that.</DIV> <DIV>Mine fires 450hp or so AOEs and a 750hp AOE more rarely. Alas it doesnt do AOE often enough IMHO, doing single target DD, DoTs a lot.</DIV> <DIV><img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>
<BR> <BLOCKQUOTE> <HR> slyfer wrote:<BR> <DIV> <DIV> </DIV> <DIV>- Summoner, Conjurer, and Necromancer pets should receive additional improvements when they are summoned with a higher rank of spell. As the spell rank is improved, fighter pets will gain slightly more health, mage pets will receive a bit more power, and scout pets will have a bit higher damage output.</DIV></DIV><BR> <HR> </BLOCKQUOTE> <P> </P> <P>Good discussion of this change on the conjuror forum. To summarize, apparently all pets were previously of Adept 3 quality, and the actual spell level wasn't doing anything. They've fixed it to be progressive with spell upgrades now. This means that if you have Adept 1, your pet gets worse, Adept 3 stays the same, Master gets better.</P> <P>Also saw a comment that swarm pets seem to have been fixed too, although it wasnt in the test update notes. I need to go over to the test forum and verify that info, but if true it's very nice news.</P> <P>Only problem with these nice fixes is that classes like coercers, assasins, guardians are getting few to none dev responses for their much more serious issues, and dev love for summoners will probably (and understandably) cause some resentment. </P> <P>Message Edited by XBrit on <SPAN class=date_text>10-30-2005</SPAN> <SPAN class=time_text>11:52 AM</SPAN></P><p>Message Edited by XBrit on <span class=date_text>10-30-2005</span> <span class=time_text>11:55 AM</span>
El Chupacabr
10-31-2005, 12:52 AM
<span><blockquote><hr>XBrit wrote: <blockquote> <hr> slyfer wrote: <div> <div> </div> <div>- Summoner, Conjurer, and Necromancer pets should receive additional improvements when they are summoned with a higher rank of spell. As the spell rank is improved, fighter pets will gain slightly more health, mage pets will receive a bit more power, and scout pets will have a bit higher damage output.</div></div> <hr> </blockquote> <div>Is it just me, or is anyone else a bit embarrassed about getting this change? There are threads all over the boards about how broken coercers and assassins are, and we get a buff-up that nobody was even asking for?</div><hr></blockquote>Actually, it's a reduction... all pets were coming out as adept 3's, if you have an adept 3 you won't notice a difference any lower and you'll see a reduction in damage or hp's. Xalmat made mention of what's going on in the conji forum.</span><div></div>
<BR> <BLOCKQUOTE> <HR> El Chupacabras wrote:<BR><SPAN><BR>Actually, it's a reduction... all pets were coming out as adept 3's, if you have an adept 3 you won't notice a difference any lower and you'll see a reduction in damage or hp's. Xalmat made mention of what's going on in the conji forum.<BR></SPAN> <BR> <HR> </BLOCKQUOTE>Ya, just saw that thread and edited my msg.<BR>
Mephli
10-31-2005, 01:15 AM
<DIV>That explains it.....</DIV> <DIV> </DIV> <DIV>I did a bunch of parsing and testing of my Adept 1 diseased servant and then made a adept 3, and saw no improvement ( Except in the back of my mind where I kept telling myself, oh yea he's tanking much better <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ). </DIV> <DIV> </DIV> <DIV>WTB Diseased servant master 1 >>>> Nek server pst.</DIV>
Allowen
10-31-2005, 07:14 AM
<P>I know our grim pet does ae dps, my ad3 cast up to like 750 dam (using agitation master 1that raises +36 int) every like 30 secs or so but when I pharse when fighting group of mobs ^^ and so my scout /warrior(master I ) pets own the poor grim pet every time even when they hit the next mob when previous died.</P> <P>Grim pet does to much doting for 150 dam and so, very slow nukes ,around 350dd MAX single target , and the 750 ae is rare.Warrior pet keeps casting 400 procs and scout average hits is around 500-800 and some times(not rare) above 1500 + .</P> <P>If this change gives me the "DPS" I am expecting for grim pet I will enjoy soloing(down arrows and up to groups of ^^) using a nuker pet instead scout even when grim is so frigile to damage.</P> <P> </P> <P>Allowen</P> <P>lv60 necro</P> <P>Mistmoore server.</P>
StueyMonst
10-31-2005, 03:13 PM
<P>I am not on test so can only comment on what I know from live.</P> <P>My Shadowy Destroyer (46 Master I pet) has nice DPS as he is, but a little more is fine by me.</P> <P>My Diseased Servant (52 Adept III pet) is <EM>OK</EM> at tanking (4 or 5 levels below me epics), but the increased health would be a big help when soloing.</P> <DIV>My Grim Temptress (48 Master I pet) never wants for power anyway, so giving here more power has not addressed the problems she is having.</DIV> <DIV> </DIV> <DIV>- She still runs in to melee, she should never attempt to tank a mob! Please make her root where she is when we ask her to attack, this would at least allow us to position her first.</DIV> <DIV>- Far too long a delay between nukes and AOE's, even with plenty of power left (and she ALWAYS has plenty of power left).</DIV> <DIV> </DIV> <DIV>What are my fellow Necro's finding?</DIV> <DIV> </DIV> <DIV>Thanks</DIV> <DIV> </DIV> <DIV>Dhark</DIV> <DIV>Troll Necro 56 Sage 60</DIV> <DIV>Runnyeye</DIV><p>Message Edited by StueyMonster on <span class=date_text>10-31-2005</span> <span class=time_text>02:14 AM</span>
Nosewar
10-31-2005, 03:53 PM
<BR> <BLOCKQUOTE> <HR> StueyMonster wrote:<BR> <P>I am not on test so can only comment on what I know from live.</P> <P>My Shadowy Destroyer (46 Master I pet) has nice DPS as he is, but a little more is fine by me.</P> <P>My Diseased Servant (52 Adept III pet) is <EM>OK</EM> at tanking (4 or 5 levels below me epics), but the increased health would be a big help when soloing.</P> <DIV>My Grim Temptress (48 Master I pet) never wants for power anyway, so giving here more power has not addressed the problems she is having.</DIV> <DIV> </DIV> <DIV>- <FONT color=#ff0000>She still runs in to melee, she should never attempt to tank a mob! Please make her root where she is when we ask her to attack, this would at least allow us to position her first.</FONT></DIV> <DIV>- Far too long a delay between nukes and AOE's, even with plenty of power left (and she ALWAYS has plenty of power left).</DIV> <DIV> </DIV> <DIV>What are my fellow Necro's finding?</DIV> <DIV> </DIV> <DIV>Thanks</DIV> <DIV> </DIV> <DIV>Dhark</DIV> <DIV>Troll Necro 56 Sage 60</DIV> <DIV>Runnyeye</DIV> <P>Message Edited by StueyMonster on <SPAN class=date_text>10-31-2005</SPAN> <SPAN class=time_text>02:14 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P>That right there is the EXACT reason why mage pets are so gimped in this game. They fire off one ranged nuke, then immediately begin closing to melee range. Sometimes if you are lucky they might get two nukes off before they get the tar beat out of them in melee. This is just counter-intuitive considering the nature of the caster pet. They should behave like casters, avoiding melee as long as possible and only resorting to close range when out of power or getting beat on by the mobs.</P> <P>When I order a mage pet to attack it should not move, but immediately begin nuking from maximum range until the target closes. This would actually make even the current darkness/fear/root line partially effective with mage pets as they would allow the mage pet to fire off a few more hits from a distance. If this were the case, utility would be returned to caster pets and you'd see a lot more use out of them among the players. As it is now, they just have little to offer compared to the scout/fighter pets. <BR></P>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.