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View Full Version : Spiritual Companion Pet and agro.


Baccalarium
02-28-2006, 05:36 AM
<div>I dutifully instruct each pet I summon to not be aggressive in defending me or even itself,   yet as I was standing at the bottom of the elevator in a cleared out room waiting for Efreeti,  mobs would pop and I'd turn to find them all beating on my pet,   my pet dutifully stood there motionless till droped.    It seemed my proximty agro might have gotten assigned to the pet.   Did I miss this somewhere?   </div><div> </div><div>In another case I had a stale ward on a conjurors pet as they pulled.   The mob immediately made a bee line for the group,    and I saw that it had me targetted.   My pet was merely standing passively for show but next I know the mob stopped to kill my pet,  and then others in the group did enough damage to divert the mobs attention.    Even if I had mistakenly left my pet in an aggresive stance I feel certain his damage output  is not nearly enough to have overcome a warded blow on the conjurors pet,   (esp conjuror was few levels below me) . </div><div> </div><div>I realize I'm not the best master of my pet,   I've sent him to his death many a times.    The wolf howl he makes as he dies will haunt my dreams. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />   But I really try to keep him out of harms way.</div>

Banditman
02-28-2006, 08:28 PM
There are some WEIRD things going on with pet aggro that I've not been able to put my finger on just yet.I've tried to do some preliminary testing, but I'm not yet to the point where I've nailed down what's going on.  This is easier for me since I have a Conjuror alt.So far:In Sanctum of Scaleborn, using Mage pet.  I park my pet in the middle of the room we are working on so that when the mob is pulled, my pet can just start in on him from the rear arc.  Technically not necessary but I like to keep my pets out of the frontal arc in general so that it doesn't eat quite so many nasty melee AE's.  Anyway, my pet is parked in the middle of the room, and a mob pops.  Mob aggros my pet, kills it then kills me.  My pet was simply sitting there minding his own business.So, in light of that experience, I tried something different.  I pulled out my Fighter pet and parked him among some green aggro mobs in Pillars of Flame, moved myself away and dropped invis.  Those mobs didn't care about him at all.At this point, I have no explanation.  I'm workin on it, but right now I just don't have the proper data to make any sort of conclusion that is worth the time to write.<div></div>

thedu
02-28-2006, 10:42 PM
I noticed the aggro as well, and I've stopped bringing it out in groups because:a) It adds nothing to group buffs (at least not right now)b) It adds nothing to extra DPS in groupsc) It's a libability when groups are moving around and it aggros something at the wrong timeAlso, I compeltely shut it down during raids for all the above reasons too.  I have it usually during soloing because it's fun have a little friend around <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />But I'm not sure about the aggro issue either, but I do know it's there.<div></div>

Placid Soulsav
03-01-2006, 02:45 AM
<div></div><p>I just dinged 70 last night and got a few AA's</p><p>ATM i find our pet and buffs CORRECTLY working. u hit Stay it stays u hit follow it follows mobs dont change what u tell it. honestly i like this. u hit guard me or guard here and it guards it like no other.</p><p> </p><p>Only thing i dnt like with the Pet is, it is a triple down and hits like a chump. that i think needs to be buffed a little.</p>

Banditman
03-01-2006, 10:12 PM
<div>It is good that the pet works for you with your style.</div><div> </div><div>However, Conjurors, Necros, Mystics and Defilers have all noticed some odd bugs with how pets and aggro are currently operating.</div>

Nilgiris
03-02-2006, 06:34 AM
<div></div><p>It's a decent enough pet as another DPS (but not a DPS that is relied on by the group). Without any major buffage through AA's etc, at lvl 55, it's still about to knock out just under 80hp's per hit and I saw it crit and cast spells the other night too...  but that wasn't at all frequent.  But yeah, changing the pet so it could actually survive a weak AE (450hp AE in Barren Sky and it's toast) would help -- I don't want to see it come into the range of where it is a tanking pet, it should be a secondary / utility pet... just give it some chance of surviving.</p><p>Least it's not modelled after the cleric hammer pet in EQ1 :p</p>

Banditman
03-02-2006, 07:52 PM
The best bet for dogdog survival is to get him made immune to riposte damage.  It's pretty clear they don't want him to be a tanking pet, and adding HP to him will start pushing him in that direction, which is clearly a direction they want to avoid.<div></div>

thedu
03-07-2006, 10:07 PM
Had a strange thing happen last night. I was going to Barren Sky from the Tangle.  I was on the first Island that you zone into from the spires. On the way to the cloud station you have to pass a bunch Sentry's. I thought I would try to run by them and hop on the cloud. Well it didn't go to well, and I had to run off a majority of them, but had to fight two of them by the cloud station. They are easy so no problem. However, right after the fight was over, dogdog took off like a rocket and brought back some of the mobs that had originally aggroed me. I have no idea how or why this would happen, and probably because I don't have too much experience with a pet in this game, but it was quite strange. Needless to say I'm getting really annoyed with the pet situation.<div></div>

Eepop
03-07-2006, 10:56 PM
To make Dogdog behave much better, just hit the green "Back Off" button as soon as you cast him.  This turns off the "Protect Me" and "Protect Yourself" options, because frankly he can't do either so why let him try. After that, when you want him to attack press the attack key, when he is done with that target he will sit and be a good boy until you tell him to attack the next target.It may seem like more work to have him attack each target and not just automaticly do it, it drastic reduces such odd behaviors.  And besides, it doesnt slow down your casting as you can order him to attack while casting something.<div></div>

thedu
03-08-2006, 03:17 AM
I see. I didn't realize, those other two were set by default. Thanks for the info.<div></div>

Prismata
03-08-2006, 03:30 AM
<div></div>The pet is pretty good at pulling mobs to your safe spot. I ward him, send him to go fetch,  back him off and here comes mob d'jour. It does give me a few seconds to get a slow or slothful spirit on something before it starts interrupting me. Careful though, he can get aggro from multiple mobs if he gets too close, but the good news is you have a few more seconds to get away before they kill him and come after you.

Guy De Alsace
03-08-2006, 06:58 AM
From my experience wards dont seem to work on him. I ward him, pull the mob and Doggie is dead by the time I can get them off him. As a lvl 1 semi-fluff spell its OK but with lots of AP's needing him its a bigger issue.<div></div>

tebion
03-08-2006, 04:32 PM
<div><span><blockquote><hr>Guy De Alsace wrote:From my experience wards dont seem to work on him. I ward him, pull the mob and Doggie is dead by the time I can get them off him. As a lvl 1 semi-fluff spell its OK but with lots of AP's needing him its a bigger issue.<div></div><hr></blockquote>don't forget that NPC's have no more mitigation -> our ward wards against the unmitigated hits .... do you remember warding pre LU 13?</span></div>