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View Full Version : Mystic Pet Love!


exxxie
08-28-2006, 07:31 PM
<div></div>Just lately I've noticed that other classes don't love shaman pets as much as us shamans. I was hoping to get a thread started with individual pet problems or alleged problems and see if we can validate some aspersions or clear dogdog's good name. My examples are mostly raid issues but please feel free to add anything to the thread that you've seen or had flung at you by irate group members or PvP opponents.I should mention my AA spec: its the standard 44481 STR line and 4458 INT line.Here'e a few to get us started.<b>Tarrinax encounter</b><i>Attacking shaman pets stand the risk of gaining aggro on a memwipe, dieing and spawning an add.</i>I've heard this one lately. Is this scenario a real danger? Having dogdog up for the poisin resist increase is of course nice, but we can live without it. Whats the view here, pet attacking or not attacking or not even up?<b>Combat Bugged</b><i>Shaman pets bug other players to be stuck in combat mode.</i>We all know that some mage pets can bug players in combat after a fight and must be killed to clear. Is this the same for shaman pets? Does dogdog sometimes bug players in combat and require killing off? I've never seen this in a single group where my pet is the only pet up, but it has been directed at me in raid before.<b>Fitzpitzle encounter</b><i>Shaman pets have a chance to bug the encounter.</i>This is a another DT encounter, and needs a little background if you haven't tried it. You fight Fitzpizle, get him down to about 50% health, he stuns the raid and runs away. This encounter is however easily broken, I've seen it happen a few times. Fitzpitzle fires off his AE stun and instead of running to the other side he stays and continues to fight, aggro bouncing all over with most of your raid immobile. The aspersion here is that an attacking dogdog being AE immune, will gain aggro from Fitzpitzle and break the encounter so that the gnome will continue to fight when he should be running away. Is dogdog a possible cause here? Won't the bunch of dots already on Fitz from the casters have much more chance of bugging this encounter, or does he do a semi-reset?Those are all I can think of this morning. Please, lets get some answers here before dogdog gets scowled at as a trouble maker. Feel free to add your own observations too.<b></b><div></div>

Terq
08-28-2006, 08:31 PM
<P>1. Can't really comment on Tarinax.  We are still in the process of ironing out strats for that one.</P> <P>2.  My dog has caused other group members to be stuck in combat.  There was an issue with the berserker ability "open wounds" a while back that was causing this with summoner pets.  I have noticed this bug most often in single group instances, with a berserker in the group (or course, most times that I am in a small instance, there is a berserker along).  </P> <P>3.  We have had lots of issues with Fitzpizzle - not breaking the encounter at certain %, not breaking the encounter at all, etc.  I haven't seen anything that would lead me to believe that the dog was responsible. </P>

Banditman
08-28-2006, 09:51 PM
Fitz is just a bloody buggy (*@ encounter, that's all there is to it.Dogdog won't get aggro on Tarinax, I guarantee it.<div></div>

Baccalarium
08-29-2006, 03:00 AM
<DIV>Haven't see the group locked in combat bug any more often with dogdog than with summoner pets.    And haven't had to log or kill the pet to break an encounter in ages either way.</DIV> <DIV> </DIV> <DIV>Main group complaint regarding dogdog is something along the lines of:.... hey where'd our mystic go..... oh he's still in the last room trying to resummon his pet.    Doesn't he realize we are just going to ignore all his babble about waiting for some "aura" to drop and proximty pull anyway.</DIV> <DIV> </DIV> <DIV>In fast pulling groups I'll either just let dogdog sit beside me,  or try to pull dogdog out of the fight 10-15 seconds before I think the fight will end.  Or just recast as breaks in the action permit.</DIV> <DIV> </DIV>

Vulking
08-29-2006, 05:49 PM
Yeah I have to say the recast time for dogdog is nuts.  Especially, since 90% of the time hes being recast at the same time Im buffing or re-buffing.

Eepop
08-29-2006, 07:09 PM
In groups just dont use aura of warding if you are chain pulling, yeah I know, sounds crazy, but healing in a group is either: a) Pretty easy so the group is chain pulling b) Hard, so the group is waiting between pulls (which is probably long enough for his wards to wear off) Another tactic is to cast your group ward so it will finish right after the battle.  This is usually enough for either you or the tank to pull aggro off the dog before he dies. <div></div>

Rayche
08-29-2006, 10:59 PM
<DIV>Hey there, I just returned from an almost 2 year "Break"... I made my Mystic on release day and left 4 months later disgusted. It looks like they've fixed almost all the things that drove me insane (And away).</DIV> <DIV> </DIV> <DIV>I haven't purchased the Sky expansion yet, but I've read as much as I can find about it, can someone explain what happens with Dogdog at the end of a fight that causes him to gain aggro over the tank? (I've seen the talent trees that allow the dog to give the group haste and wards etc.)</DIV>

Eepop
08-29-2006, 11:15 PM
The second to last ability of the STR line makes him proc wards on the group. If it procs too late in a battle, it can still be there when the next pull is made. If the tank doesnt taunt or gets resisted, the first hit he takes is blocked by the pet's ward, generating hate. The pet now has more hate than the tank and is killed. <div></div>

Mystiq
08-30-2006, 01:10 AM
We love our pet? Did I miss that memo? I just spent 10 of my raid leader's plat respecing his sorry [Removed for Content] out of my life....<i>again.</i><div></div>

Terq
08-30-2006, 01:15 AM
<P>I like to think of it as a love/hate type relationship. </P>

Kytraan
08-30-2006, 06:00 PM
My Mystic is still somewhat young, not quite having hit 50 yet. The only bug I have noticed with the pet is the time I went to Sol Eye with it up and walked down to talk to the new Gnomes that are near the entrance to pick up a quest. One of the normally non-agro wandering Gnome guards agroed the pet (no AoE or combat going on) and killed it and upon death hate transfered to me and I got killed as well. I was of course running for the door before the pet even died. This is most likely a zone issue however as I noticed something similar on my 70 Warlock before. While wandering around a little deeper in (at level 70 and with a level 70 agro reducing pet up) the grey ghosts agroed the pet. Nothing else has ever agroed the pet first. The mobs should have been grey to the pet as it was cast at level 70. Never seen this happen anywhere else. If the pet normally did something that had an AoE effect it would have been noticed when I ran through mobs while I was invis and the pet was not.

Eepop
08-30-2006, 06:03 PM
Yeah, the ghosts in Sol Eye are scripted to fight other NPCs, and since pets are NPCs...we get a dead pet. <div></div>

Terq
08-30-2006, 06:04 PM
<DIV>Make sure to cancel the dog if you are going to see Naggy for a deathtoll update, or getting a relic piece made.  I have had those pesky gnomes attack my dog as well.  That will happen even at lv 70.  </DIV>

Banditman
08-30-2006, 07:00 PM
Yes, it's a very love/hate relationship.<div></div>

Loki9s
08-30-2006, 09:10 PM
<DIV>75% hate but he has a 25% chance to proc the love.</DIV>

Mystiq
08-31-2006, 09:44 PM
Good one, Vyan <span>:smileyvery-happy:</span><div></div>

Hajji
09-06-2006, 10:21 PM
<DIV>Eepop mentioned this a bit more concisely but I will expand on it a bit:</DIV> <DIV> </DIV> <DIV>As a 70 mystic who's been maxed on AA's for several months, let me say there are days when I seriously hate the fact that all our useful AAs that affect the grp are tied to a triple down pet. I've noticed more and more that my pet can survive entire Tarinax encounters with no problem, but in most grp situations, it gets aggro and dies 70% of fights. "Why?" you ask...I'd like the bonafide answer to that myself.</DIV> <DIV> </DIV> <DIV>A Defiler guildie told me that it's because sometimes I send the pet in too early.  Ok, examining that theory: My practice is to send the pet in when the mob is at 75% health. If I modify that and make it 40% health, does that mean the pet shouldn't get aggro? It would seem so, but not in practice. The pet has a 25% chance to proc a ward, so after almost every fight, the grp members have an active ward on them when the puller brings more mobs (unless the puller waits for the ward to expire before pulling). "What happens then?" you ask. The mob activates, sees the puller, registers the ward, and ignoring the puller targets the pet (which is standing with the group, doing nothing) immediately, and kills it, then switches back to the puller (or other grp member who has generated enough hate).  The problem with this is.....recasting the pet involves casting 9 (nine) spells, total time to cast--20+ seconds, since when the pet died, your grp loses ALL the AA benefits you provide them.  No other archetype in the game has this kind of (for lack of a better term) single point of failure, not to mention that it's a triple down, making it incredibly easy to kill.  Did I mention that in grps I have tried putting Adept 3 Foretelling on the pet (and warding the grp at the end of a fight in preparation for the next fight and to try to pull aggro away from the pet) and it still dies much of the time?</DIV> <DIV> </DIV> <DIV>I understand that the pet was not intended to be as powerful as other class pets, I have no argument with that, but it would make the class a lot more fun to play at the high level if the pet a) wouldn't generate as much hate, or b) be increased in con or raw hitpoints to allow it to withstand attack; at present, it has about 700 hp (that's 1-3 hits from a typical grp mob, excluding spells, CAs that mobs cast).</DIV> <DIV> </DIV> <DIV>-Koval 70 Mystic, Kithicor</DIV><p>Message Edited by Hajji on <span class=date_text>09-06-2006</span> <span class=time_text>11:31 AM</span>

Terq
09-06-2006, 10:57 PM
<DIV>Things that I noticed -</DIV> <DIV>1.  You are exactly right on why your pet gets agro.  Auara of Warding is awesome, but it is the big offender as far as pet agro. </DIV> <DIV>2.  It makes absolutely no difference when you send your pet it.  Sooner is better in my book.  He will never do enough damage to take agro from even the worst of tanks.  Therefore, I say send him in asap.  Get those wards proc'ing, and debuffs going.  I have a debuff macro that sends the dog in at the same time.</DIV> <DIV>3.  There is an issue with hp buffs being applied to pets.  Summoners have noticed this as well.  While the dog will get a few extra hp's from foretelling, it isn't the full benefit of the buff. </DIV>

Loki9s
09-07-2006, 12:44 AM
Also make sure it's not ripostle's that are catching him.

icetower
09-07-2006, 08:08 AM
<div><blockquote><hr>Loki9s wrote:<div></div>Also make sure it's not ripostle's that are catching him.<hr></blockquote>Very often when I'm standing behind the mob the pet will run right around and attack from the same side as the MT. Before you can back it off, it will take a riposte and instadeath.If they can't make pathing work properly, what business do they have giving us a pet with such stupid hps.Pet will also take aggro instantly from an add if you're masochistic enough to solo.I know, lets force Mystics to waste half their AA to try and make this pet survive, and then lets make sure it dies all the time anyway.I swear whoever develops Mystic abilities follows rigid criteria based on what will cause maximum annoyance factor, and for spells, what will become obsolete quickest.</div>

Baccalarium
09-07-2006, 01:46 PM
Aura of warding is definitly the buf that gets the pet killed.   And likewise one of the big benefits to keeping him around.    Rather than how early I send Fluffy in to battle,  its often useful to pull Fluffy out of the battle early near the end.   This means the aura ward is usually closer to dropping before the next pull.   Still any inadvertant proximity agro or wanderers picked up by the group during a battle is likely to head to fluffy first.   But you're not supposed to be getting inadvertant agro anyway.... -20DKP for getting my pet killed again you silly ranger. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> (joking of course)<div></div>

Terq
09-07-2006, 06:41 PM
<BR> <BLOCKQUOTE> <HR> icetower wrote:<BR> <DIV><BR><snip></DIV> <DIV><BR>Pet will also take aggro instantly from an add if you're masochistic enough to solo.<BR><BR>I know, lets force Mystics to waste half their AA to try and make this pet survive, and then lets make sure it dies all the time anyway.<BR><BR>I swear whoever develops Mystic abilities follows rigid criteria based on what will cause maximum annoyance factor, and for spells, what will become obsolete quickest.<BR></DIV><BR> <HR> </BLOCKQUOTE>Adds from solo mobs, in my experience, are also due to aura of warding.  If I were predominantly a solo player, I probabaly woudn't take the strength line.  Agility first, maybe some wis (for Rit. Aggression).  <BR>

Finora
09-12-2006, 12:29 AM
<P>I'm personally rather fond of my dog. Esp of aura of warding. It makes quite a difference when soloing and even grouping. I wouldn't dream of respecing out of aura of warding and still soloing. </P> <P>Dogdog doesn't die very often at all when I'm soloing (unless I'm clueless and completely miss the fact that I got an add in the first place, which is rare when I'm soloing.)</P> <P>In groups, despite the fact it is annoying that he will get the agro first should aura of warding still be up and taunt is resisted, he can make a really nice speed bump if something pops/wanders by and your tank is still running back with another pull. Better that doggy goes down than some real group member (adds seem to like to eat dirges and wizards for some reason when my dog isn't up). Having the mob get him first gives me time to get wards going.</P> <P>Oh, have to add that I certainly would love it if they gave our dog more HP, or made it so buffs actually really work on him or something since he is tied to the vast majority of our achievements.</P><p>Message Edited by Calendri on <span class=date_text>09-11-2006</span> <span class=time_text>04:32 PM</span>

kyrr
09-14-2006, 11:10 AM
<FONT face=Verdana color=#cc9900 size=3>Hmm. Well my setup is prolly different than y'alls. I'm 61, I don't raid, and I normally group. I've chosen the Wis/Sta lines but not maxed out. I like that he can do more dmg when I do go alone, and that he can reduce the hate that I may generate. Still working on the Sta ones, but I'm looking forward to some spells timers being reduced. I love my dog, there is no hate. I spent 2 hours lecturing a tank friend why I was peeved when he told me to dismiss it our first time in Sanctum of Fear. He loves Foofoopants as well now (current name of dog :smileyvery-happy: ). I always have him backed off when I'm grouped so he only attacks when I tell him to always going after whatever the MT targets. /shrug I love my puppy and he's been very good to me. Saved my cat butt on more than one occasion. :smileyhappy: </FONT><p>Message Edited by kyrrah on <span class=date_text>09-14-2006</span> <span class=time_text>12:12 AM</span>

Loki9s
09-14-2006, 06:33 PM
<DIV>Dogdog caught a bunch of praise over the weekend as he proc'd the AE protect a couple times in a run through labs. It's really nice to see your groups health stay the same and everyone else's in the raid drop... well... not really nice cause you know, they're dieing but... well you get the idea.</DIV> <DIV> </DIV> <DIV>Random side question, anyone know if the crabbie in Dynasty's AE is able to be blocked by dogdog? After last night i'm under the impression that it's zone wide since the zone is so tiny but then again i've only been there once so i run a very high chance of being wrong. Seemed like wherever I was I was either loosng health or loosing power even if he had just proc'd the AE protection.</DIV><p>Message Edited by Loki9s on <span class=date_text>09-14-2006</span> <span class=time_text>07:35 AM</span>

Geni
09-14-2006, 06:43 PM
Think I've tried crab 3-4 times and seems to me that his aoe hits every time, regardless of the AE protection.

Birn
09-18-2006, 05:00 PM
I'm just about to respec into AGI line myself, I've build up a massive frustration towards the pet and now he's GONE. I used to have STR (with AOE "immunity") and some of the INT line but in normal grouping or soloing that pet always catches aggro and dies and I end up recasting that %#¤%&"¤%! pet once again with all the million buffs that goes with that - try stick that haste bug to your group members.. bahSorry for the rant, I'm very happy with the AGI line <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Banditman
09-18-2006, 05:52 PM
Why even bother with the pet in group situations?  You don't really need him.  I just bring mine out for raids anymore.<div></div>

Terq
09-18-2006, 08:53 PM
<DIV>The pet really comes down to your playstyle.  If you are primarily a raider, then the str/int lines work very well.  I can routinely go the whole night without recasting the dog (except on wipes). </DIV> <DIV> </DIV> <DIV>Along the lines of what Bandit said, if you are a small group/solo type, the best bet would be to go with lines that don't require the dog. </DIV>

Birn
09-18-2006, 09:40 PM
<BR> <BLOCKQUOTE> <HR> Banditman wrote:<BR>Why even bother with the pet in group situations?  You don't really need him.  I just bring mine out for raids anymore.<BR> <BR> <HR> </BLOCKQUOTE><BR>Well.. when the darn thing didnt end up dying from anything and his mother they actually do add some usefulness in groups or soloing. But if the devs really meant that dogdog only are useful on raids that seems kinda dumb, silly just to create a helluva lot of AP's for such small content that raiding really is.

Banditman
09-18-2006, 10:26 PM
Don't cast Aura of Warding in a group?  This isn't rocket science.  The pet isn't dying for no reason.If you don't like it, spec out of it.  Be thankful we have a set of AA's that is in fact useful, albiet a touch too linear and restrictive.<div></div>

Loki9s
09-19-2006, 12:20 AM
If your keeping him for damage you can go the Sta line for shield bash to make up for his damage or his interupt, or use the aa's to increase your crits, if your keeping him out for Aura of Warding then sadly ya gotta deal with the downside to the benifit of a free ward. I use dogdog in groups and keep aura up and this has never really been a problem for me but all situations are different and i could see how it could become a problem in some cases. Worst case scenario you can always cancel warding or the ward from dogdog. It doesn't show up on your maintained list but it does on your effects window. All in all, the choices we were given for aa's aren't bad. It's clear cut though, you either pick the dog and all his "glory" and learn to control him, or you take paths that don't involve him and leave the dog out. I personally enjoy the dog, after you get the hang of him he can be pretty benificial. On the other hand, my guilds defiler doesn't use the dog at all and instead chose to spend her aa's elsewhere and she makes a very strong character without the use of the dog. <p>Message Edited by Loki9s on <span class=date_text>09-18-2006</span> <span class=time_text>01:21 PM</span>

Banditman
09-19-2006, 07:20 PM
Well said.<div></div>

Birn
09-22-2006, 05:06 PM
<div></div>Maxed out AGI line now. Got myself a decent spear (pike of pain) and now I add ~300 melee damage between every spell I lay on the mobs with the occasinal double attacks it adds up the DPS pretty nicely. Also the Phalanx ability (think it's the name) also crits every time if you maxed out the AGI line so it will do 600+ damage every time you use it.With this it's makes writ grinding a bit less tiresome, recommend AGI line to everyone who are soloing occasionally and I could see that phalanx could be useful with it's root on a PvP server.I also put my remaining points in Wis line to get Ritual when I'm grouping or raiding.<p>Message Edited by Birn on <span class=date_text>09-22-2006</span> <span class=time_text>06:07 AM</span>

Eepop
09-22-2006, 05:29 PM
The Agility line does rock pretty hard, now having expirienced it for some time with my wis(25)/Agi AAs.  Other good weapons are Blackscale Maul and Staff of Enlightenment.  They are crushing so you lose Phalanx, but in general +crushing is more available than +piercing.  And yes, + skill for your weapon is important.  If you know every time you hit you are going to crit, it only makes sense to minimize misses.  This is more of an issue if you are trying to melee in a group/raid situation where your target will be higher level than you. I hope you kept your flowing black silk sash too. <div></div>

Banditman
09-22-2006, 08:54 PM
If you want melee haste that doesn't suck, try for the bracer from Nizara.  I think Mystics can use it.Warning:  Nizara is not for the faint of heart.<div></div>

Eepop
09-22-2006, 09:37 PM
Yeah, we can use that bracer. I saw it drop once, but we had a brigand with us that needed it more. <div></div>

Eepop
09-22-2006, 09:38 PM
I think its atuneable too, so in a very very lucky day you could maybe find it on the broker. <div></div>