View Full Version : Necromancer Pet Gripes.
DanMan3395
07-14-2006, 03:46 PM
<DIV>Firstly can someone tell me if devs read this board to take idea's into consideration? If they don't then i guess this post is kind of just a waste of time but in its entirety its focused completely on the necromancer class so i cant think of a better place to post it.</DIV> <DIV> </DIV> <DIV>1. Warlock Pet: this pet has way to generic of spells, they should be more warlock like and he also doesn't have any utility effects at all. This pet should have at least some kind of root and/or stun power and it would be neat to see him make little pets of his own in the same way that our dogs and stench lines work. Plus I think this pet needs a dps increase overall. He doesn't heal the group enough to justify using him over the scout pet which is probably why <STRONG><U>almost</U></STRONG> all necros use the warrior and scout pet respectively. In reality the scout pet has higher dps, and stifles plus has about 3.7x more HP making him hands down better than the warlock pet. Lastly this pet should have built in threat reduction most of his spells just like how the warrior pet has built in threat generation.</DIV> <DIV> </DIV> <DIV>2. Assassin Pet: This pet is hands down the best pet however it would be nice if he stealthed, if for no other reason just cool factor but it would also add to this classes use in that you could almost play like a weak scout if he could stealth.</DIV> <DIV> </DIV> <DIV>3. Berserker Pet: This pet is good but i think he has a couple problems as well. First off he needs his dps modifier brought to 0. There is no reason for him to have a negative modifier. Secondly he needs a dps increase overall. His taunts alone almost cannot hold aggro in a group situation and require a very delicate touch when soloing. As a warrior pet if his aggro control in weak then he serves almost no point in the game. It would be nice if as a pet class we could ACTUALLY supplement the classes that our pets represent in a group. I.E. if the tank leaves then this pet should be able to step up to the plate and actually tank for the group(although not as well as a real tank). As he stands he cannot tank for a group whatsoever. Lastly, in my opinion this pet should be a shadowknight not a berserker and should use minor self healing only life taps on the mobs to help generate more aggro.</DIV> <DIV> </DIV> <DIV>4. AA Points: Why are the Necro AA powers so terrible? Every necro i talk to has expressed disdain with the design of the necro AA line and how they only serve to buff the pet and on top of that only to a minor degree. The necro line of AA points should benefit both pet and master in a combined effect. Examples would be spells that distribute a percent of all damage taken to the pet or allow the sharing of mana pools. Some other ideas are to give totally unique class related powers to the pets associated with the AA line you choose. This means an additional nuke or effect spell for the caster pet or another backstab move for the scout etc.</DIV> <DIV> </DIV> <DIV>5. Pet Buffs: This is my last concern, The pet buffs currently in game are not good enough in complexity. Basically u get a defensive stance offensive stance, a zerking buff and the debuffing one. In my opinion the buffs should be more versatile. There should be in addition to the current choices a buff that works like the zerking buff but affects spell cast times for the warlock pet so that the warlock pet again has some purpose in this game. On top of that there should be an entire additional line of buffs that have situationally specific effects such as a life tap buff for melee and a mana tap buff for the warlock pet that restores a small amount of the necros power when the warlock pet casts a successful offensive spell on a mob. Other idea's could also be to give buffs that give different types of procs that serve a useful function if different types of encounters. The key to this is that not all the buffs could be on at once, make it so that due to concentration restrictions you have to pick a combination that you think works best for each situation you come across etc.</DIV> <DIV> </DIV> <DIV>Anyway pls through me some constructive criticism</DIV>
1. Warlock pet is fine, it doesnt need utility it is a dps pet not a playable class. The only thing needing to be fixed is the suicidal melee attacking. Bring back the root part of the leash AA.2. Scout pet is not still the best pet in any way, mage pet can be used on AE mobs alot better and even on non AE ones the mage can do similar dps. The scout just takes more advantage of the pet buffs and its auto attack even after lu24 means it can dps when oop.3. Tank pet is not designed to do damage or tank for groups its a barrier between the master and sticky mage death. With dps abilities too it would be overpowered on raids when used with the AE immune AA line.4. Nearly every class has duff AA abilities between good ones, personally having tried all the summoner AA lines i can say what we have available is actually pretty good depending on your playstyle. Id not want any of the major lines changed honestly just a fix to the zoning issues on some skills and as said in point #1 give magic leash its root ability back.5. Now pet buffs are a good one, offensive favours the scout pet too much in my opinion as does the rending line. The defensive buff is not effective enough the main reason for using it is the HP increase, the heal is too small the resists pathetic and it should really add some avoidance if not mit many people use the offensive instead.A pet class isnt supposed to be a two man group its supposed to be 1/2 1/2 the pet filling in the role of whatever the situation calls for. When soloing it takes the place of armour and lack of ability to kill in 1 hit like the big nuking classes have, when grouped it combines with our own skills to supplement our dps and bring us up to the standard of another whole class.
Steven9
07-14-2006, 06:56 PM
The only real pet gripes are that we cant send them down stairs or up little humps. I hate soloing in silent city and pet has to run all the way around to get to me down the stairs and when im soloing in PoF and mobs are on a slight incline and cant send pet on them and the mobs are right next to me
Kraven Coldblade
07-14-2006, 07:18 PM
<BR> <BLOCKQUOTE> <HR> Steven987 wrote:<BR>The only real pet gripes are that we cant send them down stairs or up little humps. I hate soloing in silent city and pet has to run all the way around to get to me down the stairs and when im soloing in PoF and mobs are on a slight incline and cant send pet on them and the mobs are right next to me<BR> <HR> </BLOCKQUOTE> <P><BR>Very well said. I agree whole heartedly that is is one of the biggest gripes about the pets that I have. Especially during raids such as Lyceum or even in Temple of Scale etc etc. Sometimes during raids positioning means life and death. Well, most of the group is fine with the positioning of different players but as a Summoner class I have great trouble on stairways and clearly the raid cannot be inconvenienced by my pets. This needs a look at and fixed if possible.</P> <P>To the Original poster - your concerns are valid but from what I can see you're just looking for stronger pets damage wise and give them other effects to make them look "cool". Don't get me wrong, I agree with some of the points you make but overall I'm completely satisfied with my pets. I'm a part time raider and most of my AA's spend goes towards my pet buffs (increasing crits, defense, offense etc). </P> <P>As far as the warlock pet is concerned it is my biggest damage dealing pet. Yes, it is the biggest damage dealing pet to Necromancers. I've parsed it till infinity and in 30+ raids with different group combinations. Every time and I mean every time the pet has come out on top in respect to damage. It is by far my favorite pet. </P> <P>Scout pet - so so, I rarely use Nightshade. I have Nightshade Adept 3 and have altogether stopped looking for M1 Nightshade as I'm not impressed with Nightshade no longer. </P> <P>Dreadnought - my M1 dreadnought comes second in damage to my M1 Grim heretic (with all Master offense/defense buff). My M1 Dreadnought can outdamage Nightshade by a mile and this comes from days spend parsing. </P> <P>Overall I'm very satisfied with our summoned pet setup and the only things I'd like to see fixed is </P> <P>A) Pet pathing problem on steps/stairways and in certain caverns. </P> <P>B) Warlock pet running in to melee but there is a counter to it which I use during raids. It temporarily fixes this problem. </P>
Nainitsuj
07-14-2006, 07:21 PM
<BR> <BLOCKQUOTE> <HR> DanMan3395 wrote:<BR> <DIV> </DIV> <DIV>1. Warlock Pet: this pet has way to generic of spells, they should be more warlock like and he also doesn't have any utility effects at all. This pet should have at least some kind of root and/or stun power and it would be neat to see him make little pets of his own in the same way that our dogs and stench lines work. Plus I think this pet needs a dps increase overall. He doesn't heal the group enough to justify using him over the scout pet which is probably why <STRONG><U>almost</U></STRONG> all necros use the warrior and scout pet respectively. In reality the scout pet has higher dps, and stifles plus has about 3.7x more HP making him hands down better than the warlock pet. Lastly this pet should have built in threat reduction most of his spells just like how the warrior pet has built in threat generation.</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>The warlock pet has a higher dps than the scout pet when it's a multiple mob encounter. I fine the only problem with the pet is that it has too few hit points. It's very easy for the warlock to peel a mob off the tank. </FONT></DIV> <DIV> </DIV> <DIV>2. Assassin Pet: This pet is hands down the best pet however it would be nice if he stealthed, if for no other reason just cool factor but it would also add to this classes use in that you could almost play like a weak scout if he could stealth.</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>That's personal opinion. I think the scout pet is crap. The only time I use it is when I want grey mobs to die fast or I'm showing off the full potential of consumption.</FONT></DIV> <DIV> </DIV> <DIV>3. Berserker Pet: This pet is good but i think he has a couple problems as well. First off he needs his dps modifier brought to 0. There is no reason for him to have a negative modifier. Secondly he needs a dps increase overall. His taunts alone almost cannot hold aggro in a group situation and require a very delicate touch when soloing. As a warrior pet if his aggro control in weak then he serves almost no point in the game. It would be nice if as a pet class we could ACTUALLY supplement the classes that our pets represent in a group. I.E. if the tank leaves then this pet should be able to step up to the plate and actually tank for the group(although not as well as a real tank). As he stands he cannot tank for a group whatsoever. Lastly, in my opinion this pet should be a shadowknight not a berserker and should use minor self healing only life taps on the mobs to help generate more aggro.</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>You might want to invest in more than App 4 spells. I have not yet met a tank that can keep agro vs my pet when he's in offensive. When he's in defensive he's a machine. The only thing keeping him from outperforming player tanks is the low mitigation.</FONT></DIV> <DIV> </DIV> <DIV>4. AA Points: Why are the Necro AA powers so terrible? Every necro i talk to has expressed disdain with the design of the necro AA line and how they only serve to buff the pet and on top of that only to a minor degree. The necro line of AA points should benefit both pet and master in a combined effect. Examples would be spells that distribute a percent of all damage taken to the pet or allow the sharing of mana pools. Some other ideas are to give totally unique class related powers to the pets associated with the AA line you choose. This means an additional nuke or effect spell for the caster pet or another backstab move for the scout etc.</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>I'm not gonna bother. When you start doing the end game content you'll understand.</FONT></DIV> <DIV><FONT color=#ffff00></FONT> </DIV> <DIV>5. Pet Buffs: This is my last concern, The pet buffs currently in game are not good enough in complexity. Basically u get a defensive stance offensive stance, a zerking buff and the debuffing one. In my opinion the buffs should be more versatile. There should be in addition to the current choices a buff that works like the zerking buff but affects spell cast times for the warlock pet so that the warlock pet again has some purpose in this game. On top of that there should be an entire additional line of buffs that have situationally specific effects such as a life tap buff for melee and a mana tap buff for the warlock pet that restores a small amount of the necros power when the warlock pet casts a successful offensive spell on a mob. Other idea's could also be to give buffs that give different types of procs that serve a useful function if different types of encounters. The key to this is that not all the buffs could be on at once, make it so that due to concentration restrictions you have to pick a combination that you think works best for each situation you come across etc.</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>You don't have lich yet do you?</FONT></DIV> <DIV> </DIV> <DIV>Anyway pls through me some constructive criticism</DIV><BR> <HR> </BLOCKQUOTE><BR>
Eriol
07-14-2006, 09:07 PM
I agree with what the prevailing theme of the replies is but I urge everyone to remember one thing: never EVER give our warlock pet a root. Stun may be OK, but NOT a root. This is what makes the fire pet for magicians in EQ1 utterly useless: it roots, and screws with agro. Leave CC to players, since we're (usually) intelligent enough to know when to use it correctly, while DPS is an easily-doable ability for pets.Say "NO!! FTLOG NEVER!!! OMG <b>NO</b>!! <vader>NOOOOOOO!!!!!</vader> " to pet root. It was a complete disaster in eq1 (and is STILL not fixed, 5+ (6?) years later) and I expect no different in EQ2 if it were ever implemented..
evhallion
07-14-2006, 09:55 PM
<blockquote><hr>Eriol wrote:I agree with what the prevailing theme of the replies is but I urge everyone to remember one thing: never EVER give our warlock pet a root. Stun may be OK, but NOT a root. This is what makes the fire pet for magicians in EQ1 utterly useless: it roots, and screws with agro. Leave CC to players, since we're (usually) intelligent enough to know when to use it correctly, while DPS is an easily-doable ability for pets.Say "NO!! FTLOG NEVER!!! OMG <b>NO</b>!! <vader>NOOOOOOO!!!!!</vader> " to pet root. It was a complete disaster in eq1 (and is STILL not fixed, 5+ (6?) years later) and I expect no different in EQ2 if it were ever implemented..<hr></blockquote>No one wants our warlock to be able to root mobs. We want to be able to root our warlock pet so the silly thing will stay at range and not run into AoE range to melee and get itself killed.
<blockquote><hr>Jalek wrote:1. Warlock pet is fine, it doesnt need utility it is a dps pet not a playable class. The only thing needing to be fixed is the suicidal melee attacking. Bring back the root part of the leash AA.2. Scout pet is not still the best pet in any way, mage pet can be used on AE mobs alot better and even on non AE ones the mage can do similar dps. The scout just takes more advantage of the pet buffs and its auto attack even after lu24 means it can dps when oop.3. Tank pet is not designed to do damage or tank for groups its a barrier between the master and sticky mage death. With dps abilities too it would be overpowered on raids when used with the AE immune AA line.4. Nearly every class has duff AA abilities between good ones, personally having tried all the summoner AA lines i can say what we have available is actually pretty good depending on your playstyle. Id not want any of the major lines changed honestly just a fix to the zoning issues on some skills and as said in point #1 give magic leash its root ability back.5. Now pet buffs are a good one, offensive favours the scout pet too much in my opinion as does the rending line. The defensive buff is not effective enough the main reason for using it is the HP increase, the heal is too small the resists pathetic and it should really add some avoidance if not mit many people use the offensive instead.A pet class isnt supposed to be a two man group its supposed to be 1/2 1/2 the pet filling in the role of whatever the situation calls for. When soloing it takes the place of armour and lack of ability to kill in 1 hit like the big nuking classes have, when grouped it combines with our own skills to supplement our dps and bring us up to the standard of another whole class.<hr></blockquote>A-Men! Excellent post. wish more people thought about stuff like this.
Eriol
07-14-2006, 10:44 PM
<blockquote><hr>evhallion wrote:No one wants our warlock to be able to root mobs. We want to be able to root our warlock pet so the silly thing will stay at range and not run into AoE range to melee and get itself killed.<hr></blockquote>True, we would like to be able to root our pets, but the OP was QUITE specific in saying he wanted to give the PET a root spell for increased utility. Jalek's post about US being able to root it I agree with, but it's definitely not "nobody" that wants the PET to have root (which would be a disaster).
VerikDarkfaith
07-15-2006, 03:13 AM
<DIV>The last thing anyone needs is a pet casting root at random times. I can see that causing all kinds of problems.</DIV>
evhallion
07-15-2006, 04:56 AM
<blockquote><hr>Eriol wrote:<blockquote><hr>evhallion wrote:No one wants our warlock to be able to root mobs. We want to be able to root our warlock pet so the silly thing will stay at range and not run into AoE range to melee and get itself killed.<hr></blockquote>True, we would like to be able to root our pets, but the OP was QUITE specific in saying he wanted to give the PET a root spell for increased utility. Jalek's post about US being able to root it I agree with, but it's definitely not "nobody" that wants the PET to have root (which would be a disaster).<hr></blockquote>My bad I missed that. I guess I just assumed no one would be silly enough to ask for such stupid ability on a pet. I mean really what good would it do to have the warlock to root a mob when his very next action would be to charge it and try to melee it thus breaking the root and making the attempt null.
Koehianna
07-15-2006, 10:04 AM
<div></div><div></div><div></div><hr size="2" width="100%">Kraven Coldblade wrote:As far as the warlock pet is concerned it is my biggest damage dealing pet. Yes, it is the biggest damage dealing pet to Necromancers. I've parsed it till infinity and in 30+ raids with different group combinations. Every time and I mean every time the pet has come out on top in respect to damage. It is by far my favorite pet.<hr size="2" width="100%">I'd really love to know how you guys use the Mage pet in a raid without micro-managing it every second of the raid. It will always go into melee range and die. It's just too difficult to manage him and still be effective in a raid. I find that the scout does more damage because I can keep her alive the entire fight. The scout pet can generally survive one hit of most AEs, which leaves enough time to heal it back to full health, or I time the AEs and put Animist's Bond on her.The scout does quick and heavy damage. It can hit in the 1000's and strikes very quickly, whereas the mage pet is retardedly slow and is suicidal. Oh and did I mention the mage pet likes to use his entire power bar after one fight.<div></div><p>Message Edited by Koehianna on <span class=date_text>07-14-2006</span> <span class=time_text>11:33 PM</span>
DanMan3395
07-18-2006, 07:30 PM
<DIV>This is rediculous, the tank pet out dpsing the scout on a parser!? do you guys even play the same game? and what the hell are you talking about with the mage pet? yes stopping him from running in would be nice but that kind of goes without saying, thats the mage pets main problem. I dont see why he couldnt get an ae stun/stifle move? and for god sakes how bout some hp? even at 70 the heretic at ad3 still only has like 2k hp. </DIV> <DIV> </DIV> <DIV>And for real, [expletive haxx0red by Raijinn] does me having lich have to do with the pet buff line? Its people like the bulk of you who responded that cause endless problems in these games because real progress can't be made when the army of forum spaz's come out and say what almost equates to random non sense.</DIV> <P>Oh and lastly to all the people spazzing about pet rooting. It was the EARTH pet not the fire pet in EQ1 that rooted the mobs for magicians, and second the warrior pet that we have now in this game HAS A ROOT and he uses it! How many of you are over 15 years old? anybody?</P><p>Message Edited by DanMan3395 on <span class=date_text>07-18-2006</span> <span class=time_text>10:38 AM</span>
Supa Mint Flava
07-18-2006, 08:21 PM
<DIV>If SOE would change one thing atm, I would ask they keep the mage pet tethered to the necro's spot so it can be used more effectively in raids. </DIV> <DIV> </DIV> <DIV>I've had fights where the mage pet stays back for a bit and then runs up to the mob. Other times it just runs to the mob. Only thing I can figure is maybe it's using a spell that has a small area of effect and needs to get closer, just as we do with our out of encounter ae. But, it seems to stay there rather than running in and back out to us.</DIV>
<blockquote><hr>DanMan3395 wrote:<DIV>This is rediculous, the tank pet out dpsing the scout on a parser!? do you guys even play the same game? and what the hell are you talking about with the mage pet? yes stopping him from running in would be nice but that kind of goes without saying, thats the mage pets main problem. I dont see why he couldnt get an ae stun/stifle move? and for god sakes how bout some hp? even at 70 the heretic at ad3 still only has like 2k hp. </DIV><DIV> </DIV><DIV>And for real, [expletive haxx0red by Raijinn] does me having lich have to do with the pet buff line? Its people like the bulk of you who responded that cause endless problems in these games because real progress can't be made when the army of forum spaz's come out and say what almost equates to random non sense.</DIV><P>Oh and lastly to all the people spazzing about pet rooting. It was the EARTH pet not the fire pet in EQ1 that rooted the mobs for magicians, and second the warrior pet that we have now in this game HAS A ROOT and he uses it! How many of you are over 15 years old? anybody?</P><p>Message Edited by DanMan3395 on <span class=date_text>07-18-2006</span> <span class=time_text>10:38 AM</span><hr></blockquote>Overreaction? I think so.The tank pet has no root, no idea where you get that from.
DanMan3395
07-18-2006, 09:05 PM
The scream line of warrior pet moves is a root.<p>Message Edited by DanMan3395 on <span class=date_text>07-18-2006</span> <span class=time_text>12:39 PM</span>
It was still an extreme exageration... and dare I say amounted to "random non sense"The current Tank pet has a 4 second root that can break on any damage... its recast time is 1 minute... Thats not going to cause the problems that the "spaz'" are talking about.90% of what was said in this forumn makes perfectly good sence to anyone smart enough to think about it. If you need some explaining just post your questions.
Uanelven
07-19-2006, 12:11 PM
<div><blockquote><hr>Jalek wrote:3. Tank pet is not designed to do damage or tank for groups its a barrier between the master and sticky mage death. With dps abilities too it would be overpowered on raids when used with the AE immune AA line.<hr></blockquote>Agree with the rest of your points but just like to add to this one that the tank pet was originally designed to tank for a group on par with a player scout class. Perhaps that vision has changed and I'll continue to search for my source on that but that was made clear way back.</div>
Mentla
07-19-2006, 01:51 PM
Re: Not being able to send pet up/down slopes to pull mobs. Try doing carpet 4 with this problem <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />Got some higher lvl guildies who were going to help oog - I pull it, put take a slap and then they kill it. As I couldn't send pet up the slope I was having to pull the old fashioned way and die in one it. Got round it in the end, but really is an insanely stupid bug.Another one is we've covered the fact that it doesn't keep up with us in the past in other threads, but then try teleporting him to you. 9 times out of 10 he ends up underground.<div></div>
Nainitsuj
07-19-2006, 04:02 PM
<BR> <BLOCKQUOTE> <HR> DanMan3395 wrote:<BR> <DIV>This is rediculous, the tank pet out dpsing the scout on a parser!? do you guys even play the same game? and what the hell are you talking about with the mage pet? yes stopping him from running in would be nice but that kind of goes without saying, thats the mage pets main problem. I dont see why he couldnt get an ae stun/stifle move? and for god sakes how bout some hp? even at 70 the heretic at ad3 still only has like 2k hp. </DIV> <DIV> </DIV> <HR> </BLOCKQUOTE><BR>Do you play this game? Have you ever set foot in Labs, Halls of Seeing, Deathtoll, AoA or Lycium? Hell, even if you've been in HoF you'd understand why the tank pet can out DPS the scout pet.
<BR> <BLOCKQUOTE> <HR> DanMan3395 wrote:<BR> <DIV>This is rediculous, the tank pet out dpsing the scout on a parser!? do you guys even play the same game? and what the hell are you talking about with the mage pet? yes stopping him from running in would be nice but that kind of goes without saying, thats the mage pets main problem. I dont see why he couldnt get an ae stun/stifle move? and for god sakes how bout some hp? even at 70 the heretic at ad3 still only has like 2k hp. </DIV> <DIV> </DIV> <DIV>And for real, [expletive haxx0red by Raijinn] does me having lich have to do with the pet buff line? Its people like the bulk of you who responded that cause endless problems in these games because real progress can't be made when the army of forum spaz's come out and say what almost equates to random non sense.</DIV> <P>Oh and lastly to all the people spazzing about pet rooting. It was the EARTH pet not the fire pet in EQ1 that rooted the mobs for magicians, and second the warrior pet that we have now in this game HAS A ROOT and he uses it! How many of you are over 15 years old? anybody?</P> <P>Message Edited by DanMan3395 on <SPAN class=date_text>07-18-2006</SPAN> <SPAN class=time_text>10:38 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P>You stated an opinion, and asked for feedback. People provided that for you. Some said it nicer than others. What did you think would happen? Everyone would agree that your ideas are good?</P> <P>Some of the problems you listed seem (to me) to be related more to play style issues, rather then actually class issues.</P> <DIV><FONT color=#ffff00>1. Warlock Pet: this pet has way to generic of spells, they should be more warlock like and he also doesn't have any utility effects at all. This pet should have at least some kind of root and/or stun power and it would be neat to see him make little pets of his own in the same way that our dogs and stench lines work. Plus I think this pet needs a dps increase overall. He doesn't heal the group enough to justify using him over the scout pet which is probably why <STRONG><U>almost</U></STRONG> all necros use the warrior and scout pet respectively. In reality the scout pet has higher dps, and stifles plus has about 3.7x more HP making him hands down better than the warlock pet. Lastly this pet should have built in threat reduction most of his spells just like how the warrior pet has built in threat generation.</FONT></DIV> <P>The warlock pet is just that, a pet. It's really only called a warlock because it's a disease/poison caster that specializes in AoE (and the spells are based loosly on that class). To give the pet utility would perhaps not be a bad idea, but I think it might be better to give the utility to the player and not the pet. I find my pet to cast in random fashion. If my warlock could also root the mob (likely at random) then in groups... it might make it more difficult for the tank to position the mobs or move the group (the group would move, but not the mobs).</P> <P>As to using the warior/scout pet.. that's situational. I use the scout pet a lot (and I mean a lot) when the target is a single mob. I find the scouts pet (Shadowy Assassin @ AD3) to be far superior for single targets than my Master 1 Grim Terror. But when it come to multiple mob encounters (not multiple encounters), I almost always have out the Grim Terror. She's especially effective when the other mobs in the encounter are no arrow, one down arrow or two down arrow. My tank pet I never use (even with the offensive buff) unless I'm soloing. Occasionally, I've used it to intercept adds in a group, but that's once in a blue moon.</P> <P>Most pure casting clases don't have threat reduction (though there is an AA line that allows you to reduce the aggro of your mage pet... I think it's the INT line). It would be nice, but it really is up to the player to manage aggro of the pet carefully (based on the tank, their strengths and weaknesses, etc.).<BR></P> <P><FONT color=#ffff00>2. Assassin Pet: This pet is hands down the best pet however it would be nice if he stealthed, if for no other reason just cool factor but it would also add to this classes use in that you could almost play like a weak scout if he could stealth.</FONT></P> <P>It is a good pet for some situation, I agree. I'm not sure having a pet go into stealth would necessarily add any functionality to the game, but one can wish for cool things <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I would prefer (just me) that my pet remain visible though. I have enough problems just trying to having him keep up with me and attack when I say attack :smileytongue:</P> <DIV><FONT color=#ffff00>3. Berserker Pet: This pet is good but i think he has a couple problems as well. First off he needs his dps modifier brought to 0. There is no reason for him to have a negative modifier. Secondly he needs a dps increase overall. His taunts alone almost cannot hold aggro in a group situation and require a very delicate touch when soloing. As a warrior pet if his aggro control in weak then he serves almost no point in the game. It would be nice if as a pet class we could ACTUALLY supplement the classes that our pets represent in a group. I.E. if the tank leaves then this pet should be able to step up to the plate and actually tank for the group(although not as well as a real tank). As he stands he cannot tank for a group whatsoever. Lastly, in my opinion this pet should be a shadowknight not a berserker and should use minor self healing only life taps on the mobs to help generate more aggro.</FONT></DIV> <P>I believe the DPS reduction was a recent change. As to holding aggro... I have rarely had trouble with my tank pet holding aggro in most situations (though mutliple encounters can be daunting). It would be nice if they increased the DPS of the tank pet again, but as they just reduced it, I'm not holding my breath. Whether is aggro control is weak is an opinion. I chose the M2 defensive buff (which has an aggro control component) because I tend to solo a bit on my Necro. It may be more of an issue with the non M2 buff (M1, AD3 and below)... I will digress on this point since I dont have a real good feel for how the community as a whole is impacted by this.</P> <P>I have tanked with my tank pet. Not difficult encounters, but I've definetly done it effectively (and kept aggro through most encounters). EVERYONE in the group has to make adjustments in their play style. Necro pet tanks were not really suppose to be replacements for players as much as they were intended to give the Necro an advantage soloing (THIS is my opinion based on the descriptions that I've read and available information. Others may have a different opinion). I believe the pet is a berserker because of the various berserker type attacks that gain aggro in group encounters (Once again, this is why I think it's berserker, I dont know for certain).</P> <P><FONT color=#ffff00>4. AA Points: Why are the Necro AA powers so terrible? Every necro i talk to has expressed disdain with the design of the necro AA line and how they only serve to buff the pet and on top of that only to a minor degree. The necro line of AA points should benefit both pet and master in a combined effect. Examples would be spells that distribute a percent of all damage taken to the pet or allow the sharing of mana pools. Some other ideas are to give totally unique class related powers to the pets associated with the AA line you choose. This means an additional nuke or effect spell for the caster pet or another backstab move for the scout etc.</FONT></P> <P>As others have already said, every classes AA lines have pluses and minuses. I have a 65 Warden with 12 AA points (he doesnt get out much) and my 53 Necro has only 7. I have looked them all over as a whole, and there are some specific spells that combined may give you soem of what you want, but I dont believe there's 1 line of AA spells that gives you everything. Addition class specific spells for pets would be an interesting idea.</P> <DIV><FONT color=#ffff00>5. Pet Buffs: This is my last concern, The pet buffs currently in game are not good enough in complexity. Basically u get a defensive stance offensive stance, a zerking buff and the debuffing one. In my opinion the buffs should be more versatile. There should be in addition to the current choices a buff that works like the zerking buff but affects spell cast times for the warlock pet so that the warlock pet again has some purpose in this game. On top of that there should be an entire additional line of buffs that have situationally specific effects such as a life tap buff for melee and a mana tap buff for the warlock pet that restores a small amount of the necros power when the warlock pet casts a successful offensive spell on a mob. Other idea's could also be to give buffs that give different types of procs that serve a useful function if different types of encounters. The key to this is that not all the buffs could be on at once, make it so that due to concentration restrictions you have to pick a combination that you think works best for each situation you come across etc.</FONT></DIV> <P>I think this is a good idea (though, as I said above, my warlock has a very important purpose in the game for me already).</P> <P><FONT color=#ff3300>"buff for melee and a mana tap buff for the warlock pet that restores a small amount of the necros power"</FONT></P> <P><FONT color=#ffff00>And for real, [expletive haxx0red by Raijinn] does me having lich have to do with the pet buff line?</FONT></P> <P>It doesn't have anything to do with it. I think the "Lich" comment was directed at Necro's power regen. Since I started using Lich (and many other I presume), I almost never run out of power... ever. No prismatic (yet), no FT on any of my armor... Of course Lich has it's dangers as well.</P> <P><FONT color=#ffff00>Its people like the bulk of you who responded that cause endless problems in these games because real progress can't be made when the army of forum spaz's come out and say what almost equates to random non sense.</FONT></P> <P>Some of the comments could have been stated nicely, but some were merely people stating their opinions (which seem to be much different that yours). You invited discussion/criticism. The majority of the responses wer exactly that.</P>
eburgos
07-19-2006, 10:56 PM
The fighter pet has 1 AE root skill and 1 single fear/root (yes both at same time), and it casts random too. Im up for this warlock pet having at least a small AE fear or snare, as it is now is the only pet that has no utility. Pet stealth would be cool in pvp <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />. <div></div>
Yadylia
07-20-2006, 08:39 PM
<P>I started playing my necro again after the patch and I definitely noticed I have to heal him more often (tank pet at least, poor thing is getting weaker and weaker), I don't really see the point of that its just annoying, if I want to spend my time healing I play my healer lol. </P> <P>I'm so tired of the nerfs lol nerf this nerf that, make everyone weaker, geesh please stop that its just upsetting and just adjust some other things like mobs resists or something.</P><p>Message Edited by Yadylia on <span class=date_text>07-20-2006</span> <span class=time_text>09:43 AM</span>
<blockquote><hr>Uanelven wrote:<div><blockquote><hr>Jalek wrote:3. Tank pet is not designed to do damage or tank for groups its a barrier between the master and sticky mage death. With dps abilities too it would be overpowered on raids when used with the AE immune AA line.<hr></blockquote>Agree with the rest of your points but just like to add to this one that the tank pet was originally designed to tank for a group on par with a player scout class. Perhaps that vision has changed and I'll continue to search for my source on that but that was made clear way back.</div><hr></blockquote>Yeah and our tank pet DOES tank about as well as a player scout class... just without the damage. But from a durability stand point its just about as good and from an agro holding standpoint its a little better.
Bamfa_dexter
07-22-2006, 08:50 PM
sigh
Midsong
07-25-2006, 04:31 AM
<DIV>My tank pet holds agro just fine, when it is adept III or better. Can't take a hit (outside of its largish hit point pool), but it can hold agro just fine. Unless it is out of power...</DIV> <DIV> </DIV> <DIV>But it doesn't seem to tank as well as a scout due to gear.</DIV> <P>Message Edited by Midsong on <SPAN class=date_text>07-24-2006</SPAN> <SPAN class=time_text>05:42 PM</SPAN></P><p>Message Edited by Midsong on <span class=date_text>07-24-2006</span> <span class=time_text>05:44 PM</span>
StoneySilen
07-25-2006, 04:53 AM
My only gripe with Necro pets are the actual pets themselves. Why would I want a Bat or a spider as a pet? Sheesh. Luckly they only last a few levels.
Midsong
07-25-2006, 06:07 AM
<DIV>I wish there was a system to equip pets, maybe special pet gear. More equipment farming but at least the pets would increase in ability.</DIV>
StoneySilen
07-25-2006, 07:12 AM
<BR> <BLOCKQUOTE> <HR> Midsong wrote:<BR> <DIV>I wish there was a system to equip pets, maybe special pet gear. More equipment farming but at least the pets would increase in ability.</DIV><BR> <HR> </BLOCKQUOTE><BR>Ya, I miss that from EQ1.
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