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View Full Version : DPS pet stance issue not helping casting pets.


Eetog
06-05-2010, 03:16 PM
<p>Is this the correct forum for this topic?</p><p>Currently the Antagonize line of spells do not help the mage pet in any way shape or form. I left the pet without the buff and his biggest nuke, sphere of flames does 2283-3611 pts of damage.</p><p>I buffed him, waited for possess minion to come up again, and check. 2283-3611 damage. Exactly the same.</p><p>This should be changed to perhaps potency, crit chance or something useful. I did a /feedback on it, but wanted to perhaps put it here so the devs could see it.</p><p>If this isn't the right forum for this, could you move it to the right one, Mr. / Ms. Moderator?</p>

Lady Shai
06-05-2010, 06:09 PM
<p>It's been mentioned for a while that the offenisve stance for pet does nothing but add some power to pet for casting, at least for T9 conjies. That's it. As for lower level conji's I really couldnt tell you if it is working or not, since I am level 90. I assume tho for them it is...but I might be mistaken.</p><p>I am sure the devs know by now...but...per the usual I don't think they a) care or b) understand or c) both.</p><p>Don't look for it being fixed or adjusted anytime in the near future.</p><p>ATM most people I know that are conji's don't use the offensive stance since it is useless. I personally don't use it at all on my pet. Most raiding conji's do not use either.</p><p>There you go <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> I agree it needs to be fixed or adjusted...but I really can't see that happening in the near/immediate future.</p>

Banditman
06-07-2010, 09:48 AM
<p>It doesn't help the Mage pet, regardless of level.  The only time it's really useful is prior to receiving the Mage pet for the first time.  Once you have your first Mage pet, you'll probably never cast Antagonize again.</p>

monrofayy
06-08-2010, 02:48 PM
<p>LOL spell name say's it all [Removed for Content] seriously  i think they are purposely ignoring conjurors out right and any one who attracts attention about the issues is punt, banned ot disabled i was punted in game form talk ing about the issues conj's been having for 15 min straight then i was punted for 3 hours, i know i never went ld in 10 years thats ive been playing both combined  my connection was fine, i made a post with combat log, pictures, video showing how serious the issues for us were  that post grew to  almost 20 pages long they  disabled my ablity to post after that for weeks, now im able to post again because im a stubborn portugee [Removed for Content] i know the haste and int in th offense stance takes effect  everything is crud</p>

Lantis
06-09-2010, 02:27 PM
<p>It's all about how you do it.</p><p>I politely reported a raid piece that was missing a pet buff.  The dev replied he'd forward the issue to the appropriate person, and a few hotfixes later it was fixed.</p><p>Devs tend to ignore rants because the SNR tends to become unbearable, and a waste of their time (ever timed how long it takes to read a 15-20 pages long forum thread?)</p><p>After the changes they made to summoners with SF, I wouldn't say they are ignoring us.  We might not agree 100% with all of their decisions (or lack of, in certain cases), but they definitely spent some time in making us feel more usefull once more.</p><p>I suspect the pet stance has a low priority because it doesn't really affect gameplay - it just means we have a useless spell in our spellbook.  Our mage pet still outputs very high amount of DPS, and I suspect that if they were to make the stance once again boost the pet, that would mean they would nerf the pet to balance things out.  So, I'm not in a hurry in seeing them change this.</p>

Xalmat
06-09-2010, 05:06 PM
<p>When cast on the mage pet, it only helps its power pool. That's about it.</p>

Arlian
06-10-2010, 03:18 PM
<p>I wish they would at least put a negative hate mod on it.</p>

Sunshi
06-25-2010, 12:01 AM
<p><cite>Arlian@Oasis wrote:</cite></p><blockquote><p>I wish they would at least put a negative hate mod on it.</p></blockquote><p>that would be awesome.</p><p>I do not think our pet detaunt is enough at all anymore. Our coercers usually give me a link now and still i am able to get agro and have no way of seeing if it is safe to use EB or if i grab agro and frontal the raid.</p>

Lady Shai
06-27-2010, 04:52 PM
<p><cite>Sunshine wrote:</cite></p><blockquote><p><cite>Arlian@Oasis wrote:</cite></p><blockquote><p>I wish they would at least put a negative hate mod on it.</p></blockquote><p>that would be awesome.</p><p>I do not think our pet detaunt is enough at all anymore. Our coercers usually give me a link now and still i am able to get agro and have no way of seeing if it is safe to use EB or if i grab agro and frontal the raid.</p></blockquote><p>Nope ...me either <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> I got hollered at on a raid the other day cos my non-stanced pet WITH deaggro/maxed magic leash/link/troubie dehate song and elemental tox hate decrease pulled aggro off him AGAIN lol</p><p>I would love to see some sort of hate decreaser put on the stance...at least then it would be useful!!</p>

Fyreflyte
06-30-2010, 03:37 PM
<p>Looks like this is a side effect of the change that based pet damage off caster stats instead of the pet's stats. I spoke with Xelgad a moment ago, and he said he'd get the int bonus changed to something beneficial to caster pets.</p>

Fyreflyte
06-30-2010, 03:38 PM
<p>Additionally, if you know of any items that still give attribute stats to pets, let me know, and I'll see about getting those effects updated as well.</p>

Alfeo
06-30-2010, 04:10 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>Looks like this is a side effect of the change that based pet damage off caster stats instead of the pet's stats. I spoke with Xelgad a moment ago, and he said he'd get the int bonus changed to something beneficial to caster pets.</p></blockquote><p>Thats awesome! Definitely appreciate you guys looking into this issue. It'll be great to have a spell that's been useless for a while become a little more useful.</p>

Xalmat
07-01-2010, 04:52 AM
<p>Hooray for finally adressing this since December 2009, when it was brought up in Beta >.<</p>

Gormak
07-01-2010, 07:37 PM
<hr /><p>Might i suggest, to be a better inverse of Defensive stance, that there be a negative threat mod (even if its only 10%) on this buff. Alternatively make the TSO tree AA for offensive stance grant somthing like this.</p><p>Given the massive shift in dps now associated with summoner pets i dont think this is too unreasonable.</p>

Alir
07-01-2010, 08:04 PM
<p>Just one thing. Please don't add spell haste to the offensive stance..</p><p>Pet's casting speed already overcaped solo, even without plane shift.</p>

thog_zork
07-02-2010, 05:42 AM
<p>yeah add something good like:</p><p>crit chance</p><p>crit bonus</p><p>potency</p><p>spell mod</p><p>And please no DEHATE ... hate is completly fine from the pet! something usefull at laest it is the OFFENSIVE stance so it should make a big BOOOM !</p>

Banditman
07-02-2010, 09:52 AM
<p>Things we really don't need:</p><p>Pet Spell Haste</p><p>Pet De-Hate</p><p>Things that would rock:</p><p><strong>Pet Crit</strong></p><p>Pet Potency</p><p>Pet Crit Bonus</p><p>Pet Ability Mod</p><p>Pet Crit would honestly be a godsend.  Power Flux is so rare this tier that anything we can do to help our pet actually USE the Crit Bonus he already has would be excellent.</p>

Belltan
07-02-2010, 08:01 PM
<p>Similarly, pet buff "Rending" of NEC <span >doesn't have any impact on casting pets.</span></p><p>-----------------------------------------------------------------</p><p>Rending(Master 1)  <span >"berserk proc </span><span >buff"</span></p><p>On any combat or spell hit this spell may cast Berserk on caster.Last for 10.0 seconds.</p><p>Triggers about 4.0 times per minute.</p><p> Increases Attack Speed of target by xx.</p><p> Increases Damage Per Second of target by xx</p><p>-----------------------------------------------------------------</p><p>Please change  from "Attack Speed" and "DPS+"  to another effects.</p><p>for example)</p><p>Add "+casting speed" and "+Base Amount"</p><p>Add "+Potency" and "+critical chance"</p><p>etc.</p>

lok0143
07-06-2010, 06:59 PM
<p>As a new Conj I want to thank you for this info I have been using the aggro buff exclusively on my fire pet.  Which buff should I use instead?  The defense buff?</p>

Lantis
07-06-2010, 08:19 PM
<p>Neither.</p>

Banditman
07-07-2010, 09:44 AM
<p><cite>lok0143 wrote:</cite></p><blockquote><p>As a new Conj I want to thank you for this info I have been using the aggro buff exclusively on my fire pet.  Which buff should I use instead?  The defense buff?</p></blockquote><p>Aggro buff?  What aggro buff?  We have nothing of the sort.</p><p>When solo'ing easy content I use the mage pet with Defensive Haven.  In groups, mage pet with no stance or offensive.</p>

Rael
07-09-2010, 03:28 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Things we really don't need:</p><p>Pet De-Hate</p></blockquote><p>I'm going to disagree with this. My tanks would be very, very, very happy if my pet had some hate control that didn't involve Peaceful Link, not casting, and/or the poorly scaling Leash. As is Elemental Blast is about a 1/20 shot of my cat tanking instead of the guys in plate armor. </p><p>... Not a real postscript, but a zerker friend just suggested having the pets follow their opening debuffs with DoTs instead of their largest AA nukes might help with hate as well as I was typing this.</p>

thog_zork
07-09-2010, 07:22 AM
<p><cite>Rael@Mistmoore wrote:</cite></p><blockquote><p><cite>Banditman wrote:</cite></p><blockquote><p>Things we really don't need:</p><p>Pet De-Hate</p></blockquote><p>I'm going to disagree with this. My tanks would be very, very, very happy if my pet had some hate control that didn't involve Peaceful Link, not casting, and/or the poorly scaling Leash. As is Elemental Blast is about a 1/20 shot of my cat tanking instead of the guys in plate armor. </p><p>... Not a real postscript, but a zerker friend just suggested having the pets follow their opening debuffs with DoTs instead of their largest AA nukes might help with hate as well as I was typing this.</p></blockquote><p>Sorry to say but get a tank who knows how to play : please ... we have no problems aggro wise !</p><p>De-hate is completly uselss ... please give the offensive stance an offensive buff like crit , crit bonus, ability mod or potency</p>

Alir
07-15-2010, 10:28 AM
<p>I just wonder when we could expect this fix. GU57? next expansion? or devs already forgot about?</p>

Alfeo
07-16-2010, 05:32 AM
<p><cite>thog_zork wrote:</cite></p><blockquote><p>Sorry to say but get a tank who knows how to play : please ... we have no problems aggro wise !</p><p>De-hate is completly uselss ... please give the offensive stance an offensive buff like crit , crit bonus, ability mod or potency</p></blockquote><p>One can easily turn this around to say, you need to learn to dps if you aren't having aggro problems on some fights. Those kinds of comments aren't helpful to the discussion at hand ultimately.</p><p>But the truth of the matter is, from my experiences the conjuror mage pet generates more aggro by itself than most if not all dps classes do.  If the tank goes down, my pet is almost always 2nd in hate and on memwiping mobs or any situations where threat can be hazy the pet can definitely steal it. I have no pet aggro meter to warn me if this might occur either, unlike a sorc or assassin who also might spike high on hate then slow down due to feedback from the hate meter. The only tools you have to control this too are elemental toxicty (great for AE but not much for single) and magic leash (very weak since its not a positional decrease).This is doubly true if you are taking good advantage of TW'd Elemental Blast which is an incredible amount of burst threat.</p><p>Frankly,  there are plenty of fights where losing aggro can cause a lot of damage to the raid or wipe you on some of the hard mode fights. We have inadequate tools for single target hate management and some fights, particular hard mode ones, can be particularly punishing if you do manage to get aggro because it screws up positioning, exposes part or all the raid to the mob's frontal cone for at least a few seconds and might also kill your pet/you. Having to hold back in some situations is expected but we really don't have the tools to make those sorts of decisions outside of guessing and estimating and thats frustrating. Dehate in some form would lessen this strain and imo would be most welcome.</p><p>All and all, I think a good pet offensive stance would involve dehate + critical chance. Critbonus/casting/potency/reuse are decently plentiful on gear but getting crit up is a chore since you can only do it in increments of 3-5 with the way the PF gear is set up this expac. Couple this with the fact that you need a decent amount of crit to even take advantage of the crit bonus stat which is on plenty of our raid pieces this expac (Destructive forces on Robe/Pants/Weapon) it would be a decent supplement to our dps and one that would fill a need thats currently not met by the gear available now.</p>

thog_zork
07-16-2010, 08:08 AM
<p>a pet aggrometer would be cool but i have no problem aggro wise besides heroic play with very weak tanks in our raids usually with 2-3 tanks the offtanks are always second (it is his job at all).</p><p>But i do dps pretty hard but so does our tank and his two hate txfs (coercer, assa/swash) combined with his capped hategain% also you and your pet receive dehate from the troubaour (about 30%) the results is  no aggro problems</p><p>but i must agree the rest i agree the most aweseome offensive stance would be</p><p>10% crit chance</p><p>X</p><p>but a pet offensive stance must definitly include crit chance</p>

Alir
07-16-2010, 09:02 AM
<p>Agro problem exsists. With troub dehate, ET, maxed magic leash and even synergism & peaceful link buffed on pet.</p><p>Like Alfeo said the pet almost always 2nd in hate list. And when I cast EB with TW on my pet there's always ~1/8 chance that pet pull the agro.</p><p>Our tanks already hates my pet <img src="/eq2/images/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" />..</p>

thog_zork
07-16-2010, 09:14 AM
<p>our tanks parses (guard 25k) our sks / palas are higher but i take the lowest</p><p>Tank 25k ish dps on singel targets</p><p>25k * 1.5 (hategain) = 37k threat</p><p>swashie is 40k dps 20% txf = 8k</p><p>coaercer is 30k dps 22% txf = 6,6k</p><p>51,6k "threat" per second without threats procs (this would be another 15-20%)  (and without swash mythical buff procs which increae txf by 10%)</p><p>your pet got a flat 30% reduction (troub)</p><p>this means he could hold your pet upto at least</p><p>73,7k dps</p><p>so calculating very consverative i do not see any aggro problems at all:</p><p>so please change offensive stance to</p><p>crit chance</p><p>X</p>

Wasuna
07-16-2010, 12:42 PM
<p>Weak tanks eh? You mean non-crusaders/Beserker who doesn't have raid level hate buff and hate transfer and a Conjour who doesn't have Troubador dehate song on them?</p><p>I can tell you as a Guardian I hate the Conjour mage pet. It gets agro off me all the time. Worst of all is when the pet dies the Conjour gets all the hate so I can't just let the [Removed for Content] thing die or the conjour is right after it.</p><p>I try and not comment in other class forums but I do check the forums of classes my wife/friends play. Misleading people that it's the tanks fault they lost agro to your uncontrolled pet is a disservice. The game mechanics have tanks that have agro issues and it's the group members responsibility to not be [Removed for Content] about it. If you don't like it then go ahead and jump into the Guardian forums and support your local Guardians requests. Not all of us have deathmarch, Grave sacrament, Amends, AoE life taps that generate DPS and Heal agro... etc. The only other choice is to never group with tanks that can't keep agro off your pet. That is currently is a real choice many people are making.</p>

thog_zork
07-16-2010, 01:31 PM
<p>build better groups then ... it a mmorpg just work together this start with class slection for groups ... so and btw i would second your motion that guzardians need some love however just recently our guard have done just fine in heroic play with me in group and he only had a dirge.. he was doing like 15k dps while i was sitting at 25k zonewides he had zero problems guardians "moderate" the pet&group to reduce hategain bei 36% (matching the trouba dehate song) or you could even drop some aa in them to get 46 % hate reduction for your group  (btw this caps at 50%)</p><p>fact is with good tank "equal geared" and at laest dirge/coercer or swash/assasin i never noticed any problem at all</p><p>so they should add something real usefull like</p><p>"crit chance"</p><p>the new pet offensive stance must include "crit chance"</p>

Cometar
07-17-2010, 11:48 AM
<p>I think something just about everyone reading and commenting on this post can agree on is that we would LOVE to see crit added to the antagonize line.</p><p>Personally, I hardly ever have any aggro problems with my pet. Usually the tanks I play with are able to keep control just fine, but I do know that my pet usually sits around 2nd or 3rd on the aggro list. It's true that in an optimal raid situation or even group situation, a tank will have some type of hate xfer on him or the conj will have some type of dehate, but the optimal doesn't always occur, saddly. While I'm fully for adding pet crit the the offensive stance, I'm with Alfeo in saying that a pet dehate would be nice to have as well.</p>

monrofayy
07-17-2010, 12:12 PM
<p>HERE"S a idea while your talking to the guy in charge of fixing conj spells tell him that STUPID teleport spell we go i guess suppose to help in pvp r come to pet aid fast what ever is completely stupid and useless also  spells from a MASTER fire pet doesn't land for jack on 87% players in battle grounds which  almost make pet useless to have,  make poss minion unlimted duration,, change teleport spell cool down from 2 min to 30 secs for it to be useful, GIVE CONJ BETTER SURVIVABLITY!</p>

Allforgrog
07-18-2010, 01:40 PM
<p><cite>monrofayy wrote:</cite></p><blockquote><p>HERE"S a idea while your talking to the guy in charge of fixing conj spells tell him that STUPID teleport spell we go i guess suppose to help in pvp r come to pet aid fast what ever is completely stupid and useless also  spells from a MASTER fire pet doesn't land for jack on 87% players in battle grounds which  almost make pet useless to have,  make poss minion unlimted duration,, change teleport spell cool down from 2 min to 30 secs for it to be useful, GIVE CONJ BETTER SURVIVABLITY!</p></blockquote><p>I like that spell and it is infinately more than any other archetype got. Used alone it is no better than an inconvienance, but used with a snare/root/stun/pet tuant it is effective. From my persepctive there is nothing more fun than going toe to toe with a scout and leaving them 30+ yards away looking around confused <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p><p>No ones spells land for jack in PvP that is due to PvP mechanics. It would be nice if communion were uncurable though, that spell is pretty worthless as is.</p><p>We do have a survivability problem and IMO that has more to due with stoneskins being far less effective than lifetaps and regenerating wards which is a weakness shared by Guardians.</p><p>However, back on topic, antogonize would greatly benifit from +crit or at least a proc that increases pet CRIT!!! I wouldn't mind a flat % based dehate either tbh. Positional dehate should be player controled, thankfully we have a deaggro AA ability where it would fit nicely <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p>

monrofayy
07-18-2010, 03:46 PM
<p> more crit ?? you need more gear with  buffs for pet every slot on my CHAR  has gear both benefit for me and pet my pet crits level s at 40-45% as is somthing  better is needed  how about  giving pet ABLITY to ROOT !!!  to help keep people off our a$.$ specially in pvp every one runs around us  wacking 3k + i gotta stop to cast 1 [Removed for Content] spell offense-stance should have a  small but decent SNARE proc  and defense stance a type of   stun/ root/  give us the time to get off a root, nuke before dieing</p>

Allforgrog
07-19-2010, 01:00 AM
<p><cite>monrofayy wrote:</cite></p><blockquote><p> more crit ?? you need more gear with  buffs for pet every slot on my CHAR  has gear both benefit for me and pet my pet crits level s at 40-45% as is somthing  better is needed  how about  giving pet ABLITY to ROOT !!!  to help keep people off our a$.$ specially in pvp every one runs around us  wacking 3k + i gotta stop to cast 1 [Removed for Content] spell offense-stance should have a  small but decent SNARE proc  and defense stance a type of   stun/ root/  give us the time to get off a root, nuke before dieing</p></blockquote><p>yes, more pet crit and/or a percentage based deaggro. Pesonally i would never use it in BG, defensive is the obvious choice.</p><p>Have you even read the defensive stance with PvP checked? It adds a nice proc pet taunt which is better in most cases than a random curable root/snare IMO.</p><p>We are a finese class, just because sorcs have unusually high survivability doesn't mean we should also. It means that they should come down. Until then we still have our damage output which is significant, group stoneskins, raidwide buff, ele tox, pet taunt/deaggro, knockback stun, encounter stun, snare, slow, translocation, root and ele blast to finish off our opponents.</p><p>There is a steep learning curve to it and i know i am still learning myself, but PvP is another topic entirely. In PVE our offensive stance does nothing but add power and lower defense, where it was origionally intended to add DPS in return.</p>

thog_zork
07-19-2010, 06:34 AM
<p><cite>Allforgrog wrote:</cite></p><blockquote><p><cite>monrofayy wrote:</cite></p><blockquote><p> more crit ?? you need more gear with  buffs for pet every slot on my CHAR  has gear both benefit for me and pet my pet crits level s at 40-45% as is somthing  better is needed  how about  giving pet ABLITY to ROOT !!!  to help keep people off our a$.$ specially in pvp every one runs around us  wacking 3k + i gotta stop to cast 1 [Removed for Content] spell offense-stance should have a  small but decent SNARE proc  and defense stance a type of   stun/ root/  give us the time to get off a root, nuke before dieing</p></blockquote><p>yes, more pet crit and/or a percentage based deaggro. P</p></blockquote><p>i would preffer to get crit (of course) + second dps related stat !</p><p>giving us only dehate is complete crap every "good" tank can keep aggro of our pet just fine this holds true for heroic AND raid play.</p><p>however it is very certain that we will only get one thing .. so just keep asking for pet crit ! (on whick 99% of the conjuror agreee should be on our offensive stance)</p><p>at least it is the DPS stance => it should increase the damage output of the pet ... not help teribble players to hold aggro vs. the pet</p>

Cometar
07-19-2010, 10:52 AM
<p><cite>monrofayy wrote:</cite></p><blockquote><p> more crit ?? you need more gear with  buffs for pet every slot on my CHAR  has gear both benefit for me and pet my pet crits level s at 40-45% as is somthing  better is needed  how about  giving pet ABLITY to ROOT !!!  to help keep people off our a$.$ specially in pvp every one runs around us  wacking 3k + i gotta stop to cast 1 [Removed for Content] spell offense-stance should have a  small but decent SNARE proc  and defense stance a type of   stun/ root/  give us the time to get off a root, nuke before dieing</p></blockquote><p>Please do try to stay on topic for this thread. If you want a pet that subjugates, play an enchanter. If you want to see Conj PvP survivibility addressed, a better means to an end might be starting a different thread for it and getting feedback/suggestions for how to acheive this.</p>

Alfeo
07-19-2010, 08:33 PM
<p><cite>thog_zork wrote:</cite></p><blockquote><p>i would preffer to get crit (of course) + second dps related stat !</p><p>giving us only dehate is complete crap every "good" tank can keep aggro of our pet just fine this holds true for heroic AND raid play.</p><p>however it is very certain that we will only get one thing .. so just keep asking for pet crit ! (on whick 99% of the conjuror agreee should be on our offensive stance)</p><p>at least it is the DPS stance => it should increase the damage output of the pet ... not help teribble players to hold aggro vs. the pet</p></blockquote><p>In a threat stressed situation in an important fight, a dethreat proc or percentage threat reduction is a dps increase because it'll let you dps more without as much of a risk as the pet pulling aggro. In an ideal stand in nuke situation with dehate on your pet, full hate buffs on your tank, nothing going on then sure its np but thats not nearly every case or even close to it. Fact of the matter is, in a high end raid situation the pet produces more threat for the damage it does than pretty much any other dps class due in large part to it's complete lack of proper threat control tools. If this is not the case for you then I'd expect there are things you should be doing that you aren't and that you could be doing more damage than you are doing currently. Either way, In any situation thats threat sensitive, this is a notable disadvantage for multiple reasons, many of which I listed in my earlier post. </p><p>You can't always assume ideal circumstances either, not when theres fights that encourage or outright demand 3-4 tanks with multiple mem wiping mobs, mobs that often have frontals that hit for 25-30k+ and varying raid set ups due to demands of fights and other factors. This is not even factoring in heroics (some people do those you know) and easy mode raiding guilds that might not have ideal set ups but still might have conjurors who want to do alright on the parse without being a liability for their guild/group/whatever. The stance needs to be beneficial and meet the needs of multiple people and imo dehate + crit chance would best meet the needs of most conjurors, especially the high end ones but no less the ones just getting started.</p><p>Look at it another way, in the long run our dps is going to be balanced based on their goals for the class. This is gonna happen regardless of how much the offensive stance buffs our damage. However there is no guarentee that the threat issue will ever be addressed, and it is a real issue. This is a great opportunity to address that weakness which again will help your dps in fights where it matters, instead of just easy fights where you can just stand and nuke and nothing ever happens.</p>

thog_zork
07-19-2010, 09:33 PM
<p>so to make this short i provided a little example how much "Aggro" a guardian (one of the weakest tank tight now) can hold ...  i really doubt your pet is doing 70k ... and btw your pet is already getting 30+% (50% is cap) dehate from the troub and if your sooo afraid you can always do "/tell coercer1 hey please put peacefull link on my pet" making it capped on dehate making it pointless to have dehate% on the dps stance</p><p>so well if your raid work together there is no issue at all with "aggro" we do raid high end here and we had virtual no problems with conjuror pet aggro at all  maybe it is an issue with your raid setup or your tanks are simply not doing enough dps.</p><p>btw i do pretty decent dps ... so does ALL of our tanks ! have you witnessed what paladins/sks does for dps !? no way my pet is gonna rip aggro of from one of them ever and even our guardian who mts is having no issues with my pet at all (including all hard mode fights besides rt4/hard contested/hard hole)</p><p>dehate will does us no good ... it will reward bad raid setup and bad players: give good players something to play with</p><p>offensive stance = crit chance + (mod/crit bonus/potency)</p><p>but it is most likely that they will only add one thing to it so let it be</p><p>CRIT CHANCE !</p>

Sunshi
07-19-2010, 10:11 PM
<p> I would like to see crit chance too</p>

Alfeo
07-20-2010, 01:31 AM
<p><cite>thog_zork wrote:</cite></p><blockquote><p> no way my pet is gonna rip aggro of from one of them ever and even our guardian who mts is having no issues with my pet at all (including all hard mode fights besides rt4/hard contested/hard hole</p></blockquote><p>Wait, what guild kills hard mode arkanathis but doesn't have hard mode contested down? Are you on any of the russian servers by any chance? Just wondering cause that seems strange to me.</p>

thog_zork
07-20-2010, 06:31 AM
<p><cite>Alfeo wrote:</cite></p><blockquote><p><cite>thog_zork wrote:</cite></p><blockquote><p> no way my pet is gonna rip aggro of from one of them ever and even our guardian who mts is having no issues with my pet at all (including all hard mode fights besides rt4/hard contested/hard hole</p></blockquote><p>Wait, what guild kills hard mode arkanathis but doesn't have hard mode contested down? Are you on any of the russian servers by any chance? Just wondering cause that seems strange to me.</p></blockquote><p>oh forget about fish of crap... we do not kill that</p><p>however statements remains true i never ever had issues with aggro... our tanks keeps aggro fine we are not top of the server but very decent (can do 500k+ on rathgar with 8 healers) and we have virtual zero aggro problems ... our tanks general parses very good (sk/palas are insane our monk is decent even our guards are serious dps) this results in zero aggro issues</p><p>i can see problems with tanks who do not parse well .. however why help them with with our offensive stance instead they should train to do better dps .. its is not hard i witness this every raid</p>

snowli
07-20-2010, 07:36 AM
<p>Crit Chance!</p>

Banditman
07-20-2010, 09:44 AM
<p><cite>Alfeo wrote:</cite></p><blockquote><p><cite>thog_zork wrote:</cite></p><blockquote><p> no way my pet is gonna rip aggro of from one of them ever and even our guardian who mts is having no issues with my pet at all (including all hard mode fights besides rt4/hard contested/hard hole</p></blockquote><p>Wait, what guild kills hard mode arkanathis but doesn't have hard mode contested down? Are you on any of the russian servers by any chance? Just wondering cause that seems strange to me.</p></blockquote><p>What does the mobs someone kills have to do with the fact that de-hate is worthless for our pet?  De-hate gains us nothing of value.</p>

Sunshi
07-20-2010, 02:55 PM
<p>when is this supposed to be happen btw?</p>

JenoJeno
07-21-2010, 12:13 AM
<p>Yeah I'm curious about this too.</p><p>A few suggestions, which may have been stated earlier:</p><ol><li><strong>Add a deagro!</strong> (MANY MANY times my illies have timewarped me too soon, but to stay on top of the parse I cast EB anyways <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> shame on me, i know... but needless to say, instances, raids, etc... my pet generates WAY too much agro and with our aa's we can not deagro easily. )</li><li><strong>Add crit bonus! </strong>(My pet is fine at 45-50% crit chance outside of planeshift form, and I still do amazing dps without planeshift. So that being said, Crit bonus would make us more effective in our 6 minute recast planeshift form. I'm only requesting somewhere around 2%-5% (5% mastered))</li><li><strong>Crit Chance! </strong>(As stated above, this isn't a huge priority... but hell, i wont complain if its added <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />)</li><li><strong>Reuse speed</strong>! (Reuse is very rare, and usually on gear that is outweighed by gear with molten carnage or powerflux, so its hard to justify putting on the 3-5% reuse aka. Quicksilver Blood)</li><li><strong>Resistability of spells reduction!</strong> (Granted our pet rarely gets resisted, but those who are not as geared or need some extra help in that area, without the aa to spend for the 16% in the Wisdom / SF tree.. it wouldn't hurt)</li><li><strong>Intelligence!</strong> (Since our pets stats, as far as int / wis / str / etc is concerned, do not affect them, I feel we should allow the pet buff intelligence to be applied to us. </li></ol><p>Thats my 2 cents. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Edited for typo!</p>

Gormak
07-21-2010, 02:45 AM
<p>i dont see why it cant be more of an inverse of defensive stance.</p><p>In which instance it'd have reuse, negative aggro mod, and a proc of some sort.</p><p>We've got things pretty good now, any stat/dps effecting mods this buff grants arent going to be real big.</p>

Cometar
07-21-2010, 02:57 AM
<p><cite>Sunshine wrote:</cite></p><blockquote><p>when is this supposed to be happen btw?</p></blockquote><p>I don't believe any ETA was given on when these changes were supposed to occur, but if I had to wager a guess, I would probably assume whenever the Guardian changes go in which was said to be either with GU 57 or sometime after. I can't remember at the moment when they said those would go live. In the past I know they just usually do things either all at once or completely at random. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

Aral
07-21-2010, 04:50 PM
<p><cite>thog_zork wrote:</cite></p><blockquote><p>our tanks parses (guard 25k) our sks / palas are higher but i take the lowest</p><p>Tank 25k ish dps on singel targets</p><p>25k * 1.5 (hategain) = 37k threat</p><p>swashie is 40k dps 20% txf = 8k</p><p>coaercer is 30k dps 22% txf = 6,6k</p><p>51,6k "threat" per second without threats procs (this would be another 15-20%)  (and without swash mythical buff procs which increae txf by 10%)</p><p>your pet got a flat 30% reduction (troub)</p><p>this means he could hold your pet upto at least</p><p>73,7k dps</p><p>...</p></blockquote><p>You are mis-stating the aggro issue as an overall balance of threat between the tank and the pet. That's not the issue at all.  The issue is Elemental blast - huge spike damage on the pet who ingeniously stands 35m away in a random direction, generally the most annoying placement possible for mob trajectory.  If the pet was right behind with the scouts it wouldn't be an issue, but that's not the case.  It doesn't matter how much your tanks are putting out , they are not going to overcome an early high end elemental blast -and conj's who want to parse don't want to sit on EB for a minute.  EB is one of the biggest spike damage hits in the game, and it's on a pet who doesn't have the ability to hit bewilderment to drop position at the right time.</p><p>The offensive stance is not the best solution to this - the obvious solution is to make magic leash useful by putting 1 threat position on it as should have been done long ago.  But don't claim that because tank + transfers + hate is > pet threat over course of a fight that the pet will not pull aggro - it does, fairly often, due to EB, at start of fights and on mem wiping mobs.  EB aggro is a real annoyance and there should be a counter somewhere in the Conj abilities.</p>

JenoJeno
07-23-2010, 02:43 PM
<p>I ran into a snag the other night with my pet / elemental blast / and defensive stance. It ripped the name right off the tank 20 seconds into the fight... this is why we need a hate meter! lol</p><p>or some form of deagro cause i instantly popped dehate and he just kept bashing my pet... finally the tank pulled it off</p>

Cometar
07-24-2010, 02:45 AM
<p><cite>Oonej@Nagafen wrote:</cite></p><blockquote><p>I ran into a snag the other night with my pet / elemental blast / and defensive stance. It ripped the name right off the tank 20 seconds into the fight... this is why we need a hate meter! lol</p><p>or some form of deagro cause i instantly popped dehate and he just kept bashing my pet... finally the tank pulled it off</p></blockquote><p>Why are you using defensive stance in a raid is my first question?</p>

JenoJeno
07-24-2010, 02:36 PM
<p><cite>Cometar@Mistmoore wrote:</cite></p><blockquote><p><cite>Oonej@Nagafen wrote:</cite></p><blockquote><p>I ran into a snag the other night with my pet / elemental blast / and defensive stance. It ripped the name right off the tank 20 seconds into the fight... this is why we need a hate meter! lol</p><p>or some form of deagro cause i instantly popped dehate and he just kept bashing my pet... finally the tank pulled it off</p></blockquote><p>Why are you using defensive stance in a raid is my first question?</p></blockquote><p>Well to be completly honest, i forgot it was on... secondly it does help in some raid encounters to keep my pet alive. and offensive does nothing for our pet..</p>

thog_zork
07-24-2010, 03:24 PM
<p>you give the pet 46% hate gain with the defsensive stance so you can not complain about aggro issues withit  tbh</p><p>so maybe you only witness those aggro issues because you mostly use defensive stance</p><p>crit chance is a must on new offensive stance</p>

JenoJeno
07-24-2010, 03:50 PM
<p>na it was the first time i used defensive stance lol...</p><p>after reading this thread last week i decided to give it a shot... and forgot it was on. 99% of the time i run in offensive or no stance.</p>

thog_zork
07-24-2010, 04:08 PM
<p>yeah ok however with offensive stance it is no wonder that you rip aggro with a warped eb</p><p>but for instance i got no aggro problems at all in raids</p>

Alfeo
07-24-2010, 08:01 PM
<p><cite>Aralys wrote:</cite></p><blockquote><p>You are mis-stating the aggro issue as an overall balance of threat between the tank and the pet. That's not the issue at all.  The issue is Elemental blast - huge spike damage on the pet who ingeniously stands 35m away in a random direction, generally the most annoying placement possible for mob trajectory.  If the pet was right behind with the scouts it wouldn't be an issue, but that's not the case.  It doesn't matter how much your tanks are putting out , they are not going to overcome an early high end elemental blast -and conj's who want to parse don't want to sit on EB for a minute.  EB is one of the biggest spike damage hits in the game, and it's on a pet who doesn't have the ability to hit bewilderment to drop position at the right time.</p><p>The offensive stance is not the best solution to this - the obvious solution is to make magic leash useful by putting 1 threat position on it as should have been done long ago.  But don't claim that because tank + transfers + hate is > pet threat over course of a fight that the pet will not pull aggro - it does, fairly often, due to EB, at start of fights and on mem wiping mobs.  EB aggro is a real annoyance and there should be a counter somewhere in the Conj abilities.</p></blockquote><p>This post articulates the threat issue far better than mine did. Its not overall threat thats an issue, its burst threat in conjunction with elemental blast/planeshift/timewarp. Especially with fights with sensitive aggro issues, mem wipes, etc. I also agree with you that dethreat would be better built into something else (magic leash, even if it was just a one positional decrease at 10 points in could fit this role perfectly cause it allows a conjuror to anticipate and use it smartly to avoid aggro instead of relying on a static proc from a stance). And yeah, for the record, defensive stance in raid is a very very bad idea for reasons already stated. Though hey, if they do that, then they should have the offensive stance be like crit + damage proc. Damage procs are fun and since procs via spells crit, it would be a nice little boost thats unique and less boring than simply adding like potency/critbonus. Given that the defensive stance does multiple things, I dont think its wrong to suggest the pet off stance should also have multiple buffs but I'm sure most would agree, if it is just the one thing then it should be crit. Though saying that is kinda beating a dead horse atm.</p><p>As far as wondering what guild thog was in, that was more curiousity. I thought he meant to say his guild killed arkanathis (which has been killed by about 10 guilds WW) and not the contested hard modes (been killed by many more guilds than ark) and I thought that was strange and so I asked about it. But since he clarified, its less interesting so yeah, has nothing to do with the thread at all. Sorry for the aside, I don't want to derail the thread.</p>

Alir
07-27-2010, 08:39 AM
<p>Looks like the main part of GU57 will be installed on test today.</p><p><a rel="nofollow" href="http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_test.html" target="_blank">http://patch.everquest2.com:7010/pa...dates_test.html</a></p><p>Not a single word bout stance yet.. Well, still hope I'll be a ninja fix.</p>

Gormak
07-27-2010, 09:15 PM
<p><cite>Aliram wrote:</cite></p><blockquote><p>Looks like the main part of GU57 will be installed on test today.</p><p><a rel="nofollow" href="http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_test.html" target="_blank">http://patch.everquest2.com:7010/pa...dates_test.html</a></p><p>Not a single word bout stance yet.. Well, still hope I'll be a ninja fix.</p></blockquote><p>Very dissapointing.</p><p>I also noticed no mention of the removal of a pearl cost for CoH. Trivial but i expected to see it.</p>

Alfeo
07-28-2010, 08:47 AM
<p><cite>Aliram wrote:</cite></p><blockquote><p>Looks like the main part of GU57 will be installed on test today.</p><p><a rel="nofollow" href="http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_test.html" target="_blank">http://patch.everquest2.com:7010/pa...dates_test.html</a></p><p>Not a single word bout stance yet.. Well, still hope I'll be a ninja fix.</p></blockquote><p>Xelgad made mention that the guardian changes they were talking about wont even make it in for GU57 but will be hotfixed some weeks after. This GU just seems to be mostly stuff to get the game ready for EQ2X and not much else. I expect the stance change will be in sometime between GU57 and GU58 or possibly in GU58 itself.</p><p>Could be wrong but I wouldn't be surprised if this is how it'll go down.</p>

JenoJeno
07-28-2010, 02:40 PM
<p>Hey guys, theres no worry!!! We got rid of Aqueous Stones!!!</p><p>/sigh....</p><p>and EQ2X has to be the dumbest idea on the face of the planet, ... lets put all the new people on a DIFFERENT server so all the current paying players slowly dwindle away because everyone is on a different server! lol.. not to side track this thread... but this is typical "SOE", fix things that dont need fixing, and break 3 other things in the process...</p>

Alfeo
07-28-2010, 05:18 PM
<p>Well getting an influx of new players admittedly is probably rightfully one of their highest priorities. That said, the way they are doing it means that the new players are not likely to go to existing servers (can't even transfer) and so it's just gonna wreck the game for most pre-existing players. Unless of course you give money to go over to their other service. It's obvious they are going to go F2P regardless of what people want, they should have just done it to the live servers so at least they can benefit from the influx of new players. This separate but equal stuff is bunk.</p><p>On another note though, our spells look different on test. Thats an interesting change at least.</p>

Blambil
07-28-2010, 06:49 PM
<p>+1 Pet Crit</p><p>+1 Pet Potency</p><p>(even better, base the pet crit chance/bonus/potency off ours...) <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>+1 Root Proc (love the idea)</p>

Alfeo
07-28-2010, 09:07 PM
<p><cite>Blambil@Nagafen wrote:</cite></p><blockquote><p>+1 Pet Crit</p><p>+1 Pet Potency</p><p>(even better, base the pet crit chance/bonus/potency off ours...) <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>+1 Root Proc (love the idea)</p></blockquote><p>Root proc is a bad idea imo. We have a lot of skills built around stun/slow/root already which we can time and theres already pvp defensive procs that stifle/daze. Having a root built into a stance would really hinder its pve applications cause there are times where a root can be detrimental in a heroic or raid situation. (adds getting rooted next to healers for one or having a mob you need to move getting rooted prematurely by a proc). I just think its a much better thing in general for CC related things to be the result of buttons we press for that express purpose (used strategically) rather than something that happens based on chance no matter which button we are pressing (especially pet attack as it would be in this case).</p><p>Not related, Earthquake/SE now have an identical graphic (though difference was slight before) and Ice storm and WoV seem to also share a graphic. Some of our spells look better but others are pretty boring, Vampire Bats doesn't lift you up into the air anymore for example. Crystal Blast and FA look much better though in my opinion so I guess probably a net win. Though still kinda wish CB wasn't purple :/</p>

Allforgrog
07-30-2010, 03:12 PM
<p>Please no root proc!!! Roots are a defensive ability and we all know it wouldn't proc except for when we don't want it to.</p><p>Pet crit or potency would certainly return a gain worth decreasing our pet's defence and IMO as would a % based hate effect inverse to the defensive stance. In a properly set up raid aggro is set and i generally have little problem, but that is only one part of the game.</p><p>In single groups especially without stacked utility (coercer/dirge/troub) and a non crusader tanking....i find myself holding back far more than ever before or tanking. I deaggro with magic leash constantly, yet still i have found it to be a new problem that has been born through the proliferation of pet stat gear. The guardians and brawlers i group with, some of whom out gear me and had no aggro problems in TSO with, have grown to hate my pet. The limited tools we have to mitigate this without castrating our DPS, simply aren't cutting it in this expansion.</p>

Masuma
08-09-2010, 02:47 PM
<p>I just checked the test server. Since the GU is next week iirc and there is no change on test yet, i guess it is safe to assume that this is not happening yet?</p>

Cometar
08-09-2010, 03:21 PM
<p><cite>Blambil@Nagafen wrote:</cite></p><blockquote><p>+1 Pet Crit</p><p>+1 Pet Potency</p><p>(even better, base the pet crit chance/bonus/potency off ours...) <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>+1 Root Proc (love the idea)</p></blockquote><p>If you're interested in having a pet that uses offensive status effects, I might suggest trying an illusionist. If you're more interested in a beastly dps machine, then you've found the correct class as a conjuror's pet accounts for half or more of their total damage (gear dependent). If the devs were going add some subjugation abilities to our pet's spell line up, then they'd have to nerf the damage output which I don't think anyone here would like to see at all. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p>And for those wondering, still no word on an ETA for this. I've been trolling around hoping perhaps someone asked this past weekend in Las Vegas, but have yet to find anything, saddly. Keeping my fingers crossed for pet crit chance, though.</p><p>As someone on flames mentioned, every class in game can reach 100% crit chance easily through quested gear and mob drops at or close to 90 (even before, really, but I'd like to be generous). This is not the case for summoners as our pet's crit is only effected by certain pet effects. Also, even if a summoner chose to abandon his personal dps and wear only gear that would add crit chance for the pet in every slot, the pet would still not be sitting at 100% crit and now you have a crippled playable character. If EVERY other class in game has the ability and opportunity to crit against mobs of the same level 100% of the time, should summoners not be afforded the same? Adding crit chance to our offensive stance could be a good solution to repair this inequity.</p>

Masuma
08-09-2010, 03:38 PM
<p><cite>Cometar@Mistmoore wrote:</cite></p><blockquote><p><cite>Blambil@Nagafen wrote:</cite></p><blockquote><p>+1 Pet Crit</p><p>+1 Pet Potency</p><p>(even better, base the pet crit chance/bonus/potency off ours...) <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>+1 Root Proc (love the idea)</p></blockquote><p>If you're interested in having a pet that uses offensive status effects, I might suggest trying an illusionist. If you're more interested in a beastly dps machine, then you've found the correct class as a conjuror's pet accounts for half or more of their total damage (gear dependent). If the devs were going add some subjugation abilities to our pet's spell line up, then they'd have to nerf the damage output which I don't think anyone here would like to see at all. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p>And for those wondering, still no word on an ETA for this. I've been trolling around hoping perhaps someone asked this past weekend in Las Vegas, but have yet to find anything, saddly. Keeping my fingers crossed for pet crit chance, though.</p><p>As someone on flames mentioned, every class in game can reach 100% crit chance easily through quested gear and mob drops at or close to 90 (even before, really, but I'd like to be generous). This is not the case for summoners as our pet's crit is only effected by certain pet effects. Also, even if a summoner chose to abandon his personal dps and wear only gear that would add crit chance for the pet in every slot, the pet would still not be sitting at 100% crit and now you have a crippled playable character. If EVERY other class in game has the ability and opportunity to crit against mobs of the same level 100% of the time, should summoners not be afforded the same? Adding crit chance to our offensive stance could be a good solution to repair this inequity.</p></blockquote><p>well said imo</p>

Alfeo
08-10-2010, 11:57 AM
<p><cite>Cometar@Mistmoore wrote:</cite></p><blockquote><p>As someone on flames mentioned, every class in game can reach 100% crit chance easily through quested gear and mob drops at or close to 90 (even before, really, but I'd like to be generous). This is not the case for summoners as our pet's crit is only effected by certain pet effects. Also, even if a summoner chose to abandon his personal dps and wear only gear that would add crit chance for the pet in every slot, the pet would still not be sitting at 100% crit and now you have a crippled playable character. If EVERY other class in game has the ability and opportunity to crit against mobs of the same level 100% of the time, should summoners not be afforded the same? Adding crit chance to our offensive stance could be a good solution to repair this inequity.</p></blockquote><p>I think this is can be a very difficult argument to make. Particularly the part where one looks at one single thing and says, Hey! it's not equal to everyone else this is a problem! The reason I think it is a difficult one is I've noticed its one thats made very frequently on these forums. Necromancers complain they are the only class that has to put up with health costs on spells, rangers complain about being the only scout that can't fully utilize flurry/ae auto, etc etc. It seems to be a very common style of argument around these parts and used by alot of classes for various issues. If I were a dev reading all of this, I might get the impression that people just wanted their classes weaknesses removed without nerfing their strengths and that this could make the class op in their eyes. I don't see this argument as one thats gonna sway anyone who isn't already of that opinion.</p><p>Mind you, I'm 100% for crit being added to the stance. I just don't know if this argument will work. Rangers are getting their demands met sure, but its commonly accepted that they are grossly underperforming at the present while conjurors are doing particularly respectable damage right now. I think a better argument might be, if an off stance is to be effective and appreciated by players, it should be beneficial for conjurors of all play styles and gear. It is not feasible to get max crit for the pet through current means as you have stated, and crit also helps out low level conjurors and is a fun stat for them. Thus adding crit would be useful to all conjies regardless of playstyle. You can't say the same about alot of other stats that are either cappable (Casting Speed, Mod) or depend on other stats to be effective (Crit Bonus) or can't be utilized well because of crappy pet AI (Reuse) or do not benefit every pet (DoubleAttack/Flurry/SpellDouble/etc) or just aren't exciting at the highest level of gear (Potency when pet already has 100-140%) and so on. Crit really is the only logical choice because it has broad appeal and will always be useful so long as pet effects are in place as they are now.</p><p>Just my opinion at least.</p>

Enderbsd
10-08-2010, 04:06 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>Looks like this is a side effect of the change that based pet damage off caster stats instead of the pet's stats. I spoke with Xelgad a moment ago, and he said he'd get the int bonus changed to something beneficial to caster pets.</p></blockquote><p>This was posted on 06/30/2010 11:37:29 what is that, 3 months ago?</p><p>At the very very least can we get a confirmation this is still in the works? This currently effects an entire spell line and its AA.</p><p>Thank you very much</p>

Xalmat
10-08-2010, 05:19 PM
<p>I wouldn't expect a change until the expansion. Typically class rebalancing doesn't occur except with expansions.</p>

thog_zork
10-12-2010, 07:33 AM
<p>over 3 months ... 2 GU's and the promised fix is still not there !</p>

Masuma
10-12-2010, 08:13 AM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>I wouldn't expect a change until the expansion. Typically class rebalancing doesn't occur except with expansions.</p></blockquote><p>As I see it it's a fix, something they should have done when they decided that our int influences our pet.</p><p>What bothers me most though are the  different summoner related threads (e.g. no summoner rewards for end game sig quests)  that are simply ignored. A "nope we won't do it" or "not yet" would be less frustrating.</p>

Alfeo
10-15-2010, 06:06 PM
<p><cite>Shalin@Runnyeye wrote:</cite></p><blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p>I wouldn't expect a change until the expansion. Typically class rebalancing doesn't occur except with expansions.</p></blockquote><p>As I see it it's a fix, something they should have done when they decided that our int influences our pet.</p><p>What bothers me most though are the  different summoner related threads (e.g. no summoner rewards for end game sig quests)  that are simply ignored. A "nope we won't do it" or "not yet" would be less frustrating.</p></blockquote><p>Well give some credit where it's due. They've been much better about fixing pet gear lately. Alot of the legendary and heroic fabled items have been buffed to be very competitive for where they drop and have much more valuable pet effects.</p><p>On the top end, there has been some amazing pet gear in the past few months that has been released. A few disappointments sure but things are much better than they were at the start of the expac. The pet off stance would be nice, and I'm sure it'll get in and if not it'll be heavily feedbacked in velious beta but thankfully our dps is pretty good right now so we can afford the wait imo.</p>

Masuma
10-17-2010, 03:32 PM
<p><cite>Alfeo wrote:</cite></p><blockquote><p><cite>Shalin@Runnyeye wrote:</cite></p><blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p>I wouldn't expect a change until the expansion. Typically class rebalancing doesn't occur except with expansions.</p></blockquote><p>As I see it it's a fix, something they should have done when they decided that our int influences our pet.</p><p>What bothers me most though are the  different summoner related threads (e.g. no summoner rewards for end game sig quests)  that are simply ignored. A "nope we won't do it" or "not yet" would be less frustrating.</p></blockquote><p>Well give some credit where it's due. They've been much better about fixing pet gear lately. Alot of the legendary and heroic fabled items have been buffed to be very competitive for where they drop and have much more valuable pet effects.</p><p>On the top end, there has been some amazing pet gear in the past few months that has been released. A few disappointments sure but things are much better than they were at the start of the expac. The pet off stance would be nice, and I'm sure it'll get in and if not it'll be heavily feedbacked in velious beta but thankfully our dps is pretty good right now so we can afford the wait imo.</p></blockquote><p>Threads complaining about missing pet stats on major questline rewards like charms and ring are continiously ignored.</p><p>Yes top end pet gear seems great but how many % are able to get it?</p><p>After a half year of raiding easy mode the conjis were the only ones who where not able to upgrade all slots from legendary to fabled. I recently joined a guild who kills hard mode, so now I have new hope to upgrade all slots sometime soon. But what about all raiders who can't do hardmode? Shouldnt they be able to upgrade all slots from legendary to fabled as well (just as sorcerers do for instance?). Shouldnt the mage charm from the sig quest be exciting for summoners too?</p><p>These are the reasons why I am not full of praise</p>

thog_zork
10-27-2010, 09:51 AM
<p>well we are nearing 3 months .. almost 90 days .. and nothing had happend !</p>

Enderbsd
11-06-2010, 02:42 PM
<p>Bump, no  new information this week.</p><p>(please help bump this if you want to see a change, it seemed to work for templars!)</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=15&topic_id=488609&postId=5449594" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...;postId=5449594</a></p><p><cite>Remora@Butcherblock wrote:</cite></p><blockquote><p>anyone tried it out on test:   <a href="http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_test.html">http://patch.everquest2.com:7010/pa...dates_test.html</a></p></blockquote>

Xalmat
11-06-2010, 02:49 PM
<p>Honestly I'm not expecting any sort of change until the expansion :/</p>

Enderbsd
11-08-2010, 09:37 PM
<p>I know Xalmat, but they can give us an update confirming that, so we can at least stop asking <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>bump</p>

Enderbsd
12-29-2010, 08:49 PM
<p>How will the pet stances relate to shared pet stats?</p><p>Will this be fixed just in time to not mean anything because of the shared stats change?</p>

Banditman
12-30-2010, 10:44 AM
<p><cite>Enderbsd wrote:</cite></p><blockquote><p>How will the pet stances relate to shared pet stats?</p><p>Will this be fixed just in time to not mean anything because of the shared stats change?</p></blockquote><p>Anyone who expects us to navigate this shared stats change without a nerf is going to be sadly disappointed.  We're going to be nerfed, at least initially.</p><p>If the shared stats are implimented extremely well, we'll catch up in a few months.  If it is done poorly, we'll be a couple years trying to get them to look at the problems they created and fix them.</p>

Blambil
01-14-2011, 02:58 PM
<p>Combined with the talk of CritBonus being merged into Crit Chance (IE anything >100% becomes bonus) it will be interesting...</p>

Banditman
01-14-2011, 03:33 PM
<p><cite>Blambil@Nagafen wrote:</cite></p><blockquote><p>Combined with the talk of CritBonus being merged into Crit Chance (IE anything >100% becomes bonus) it will be interesting...</p></blockquote><p>You should listen less to "talk" . . .</p>

RedIris
02-24-2011, 01:58 PM
<p>Tripple Checked again.</p><p>The extra int is showing up in the stats for the conj pet, but it is not adding to the damage, hence offensive stance is still worthless <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>

Laiina
03-01-2011, 01:32 PM
<p>I don't understand why this is so hard to fix. It has been an issue for months, or even years, yet it never seems to happen.</p>