View Full Version : Bug with new summoner AA's
Dorsan
02-16-2012, 10:04 AM
<p>Hello,</p><p> The Teamwork AA in the summoner tree is bugged. It places the summoner engaged in combat as soon as anyone from his/her group (raid?) is attacked. Also it instantly places the aggro on the summoner pet on the pull. This is extremely annoying both in PvE and in PvP. Fix this.</p><p>hurry..</p>
zokman
02-23-2012, 04:16 PM
<p>There is a ton of bugged non working problems with the conjuror class for years, but Sony doesn't seem to want to fix any of them? Death of the mage classes on this game, fewer and fewer of us.</p><p>1. Summoner AGI line AA pulls immediate aggro even if the pet is in back off position and You and pet have not attacked</p><p>2. Pets die all the time in DOV expansion to much AOE, pets die from 3 to 7 times every raid (named fight). This is just rediculous reducing the mages dps to horrible. And yes Im using all my stoneskins and pets death save spell. Re-animate spell doesnt work either, if the pet gets hit too hard it doesn't re-animate ( this is a non working broken spell) Its even worse for coercer and Illy their pet doesn't last 10 seconds, what a joke. All pets should have AOE immunity, so they can be usefull to our classes. Same with swarm pet spells these have always and still are useless, just convert them to damage spells or make swarms AOE immune.</p><p>3. Summoner scout pets useless, why even give us a useless pet, what a waste? What is the reason the scout pet doesn't do the same or more dps as our mage pets. Scout should do more DPS, the game is so slanted now toward melee classes with Multi attack and reforging that really only benefits melee with very little for mages? Please increase the scout pets lethargic attack speed and reduce it's long spell reuse timers.</p><p>4. Conjuror shadowstep spell not working and broken this spell does no damage when used with the mage pet. Conjuror communion spell broken also, this spell does very little damage but worse cancells and negates our fire from within, epic buff. So if you use communion you loose your fire from within buff 5.4% potency for the entire group or raid for 30 seconds. This makes the spell useless and non useable, also why doesnt communion work with plane shift anymore, if it still cancells our fire from within? Why would anyone cast this spell and reduce the entire group/raid dps for 30 seconds?</p><p>5. Conjuror antagonize offensive stance spell and the shadow AA item offensive onslaught doesnt work either. This spell and AA item give nothing useful to our pets. Why cant this be changed to necro like spell adding damage proc, crit bonus or potency to pet?</p><p>6. Finally soulburn conflicting with plane shift, just makes plane shift useless. Heres why, if you want to do max dps you have to use plane shift to increase damage from elemental blast, but then cancel plane shift when soulburn is up again, if you dont cancel it you will loose too much dps to leave it running the minute. Theres no reason to nerf the conjuror this way. The wizard class can add multiple adorns to increase his max power greatly increasing the damage output of their manaburn spell. Same with Necro they can add red adorn stout or mutliple white adorns adding max health to greatly increase their damage from their lifeburn spell. There is no adorn a conjuror can add to increase its big spell damage, we should be able to cast soulburn while in Plane shift, the way it is now makes it horrible to play and renders plane shift half useless. Please remove the soulburn plane shift conflict and increase plane shift to 2 minutes.</p>
Dorsan
03-23-2012, 11:54 AM
Here is a bump for the Teamwork AA that is still broken. Can someone fix it please?
Koleg
03-23-2012, 12:50 PM
<p><cite>Dorsan@Nagafen wrote:</cite></p><blockquote>Here is a bump for the Teamwork AA that is still broken. Can someone fix it please?</blockquote><p>Try more pet management .... it is, after all, a pet class so mirco-managing will prevent this activity. Also, fighters that don't establish initial aggro might want to work harder on that.</p>
Dorsan
03-23-2012, 01:31 PM
You clearly have no idea what are you talking about. It is a bugged aa endline that places you in combat, there is nothing you can do about it. The pet doesn't engage or do anything and neither does the summoner. This has nothing to do with pet management. Also training mobs in zone are impossible if you have a summoner in group due to this same bug. It is a very serious bug and needs to be fixed ASAP.
Luevien
03-23-2012, 01:52 PM
<p>Pet micromanagement does very little to help with this issue, and it's clearly a bug. A very annoying one.</p><p>I first noticed it after AoD launch, when I got the Teamwork AA for the first time. I immediately started seeing (and causing) problems while grouping, and after a bit of research I discovered that Teamwork was responsible. I changed my spec, and poof, the problem went away.</p><p>On a recent outing with one of our good friends, also a necro, she experienced the same issue; we established that she had the Teamwork AA, she went and changed spec, came back, and again, poof, the problem went away.</p><p>Let me try to clearly describe what I saw happening.</p><p>So: I have the teamwork AA, I have my mage pet summoned, and I'm in a group. "Protect Yourself" and "Protect Me" are turned *off*. The only way my pet is going to do anything is if I specifically command him to.</p><p>The tank body pulls a group of linked mobs. Instantly, before I have a chance to do anything at all, and with my pet just standing there, completely inactive, the entire group of linked mobs runs as fast as their monster legs can carry them straight at my mage pet and start attacking. The tank chases the monsters all the way to the back of the line, frantically trying to get the aggro back onto herself. Generally, by the time she catches up, my pet is down, and I'm either dead or close to it.</p><p>Maybe the tank could have done more to get the initial aggro, but the thing is, she shouldn't have had to in this case. There's absolutely no reason those mobs should be rushing my pet on every pull of a group, causing chaos and mess. In the specific example I'm thinking of, body pulls were necessary, since there were multiple linked groups of monsters interspersed, and careful body pulling was the only way to avoid pulling the entire area; that said, in other circumstances, where the tank pulled a linked group via bow, the only mob that attacked her was the one she directly targeted. The others in the group would, once again, charge my pet.</p><p>Teamwork's only stated effect is to give the group a passive buff while the pet is out, the specifics of which depend on which pet you're using. With a mage pet, that's Potency and PvP Potency +5%. Absolutely nothing there about aggro (nor do the buffs for any of the other pets modify hate), which means that pets automatically pulling aggro is a bug.</p><p>So, yes, the tank can manage to get aggro back with extra effort and use of abilities, but there's not a thing the necro can do to prevent the problem from happening other than not using the AA or, I suppose, not having their mage pet up at all. The respec worked fine for me, but that doesn't change the fact that this is bugged, and causing lots of unnecessary headaches. As it stands, Teamwork is a broken AA.</p>
Koleg
03-23-2012, 03:20 PM
<p>Clearly there are summoners who are just now getting to the point where they spend 24 AA points in the AGI tree. Teamworks has worked this way since the day the AA revamp came out several long months ago. There are many threads that outline this on the forums easiely found with the search function. The class boards are a great place to start look for that information.</p><p>But in the interim, all the bugs with teamwork are easily overcome with class knowledge and pet miro-management. Teamwork as a buff, just like any other buff, has a maximun range. Use it. Tanks that fail to generate INITIAL aggro need to compensate for it, no different that if someone cast too early.</p><p>The projected aggro of Teamwork is not anything that is overly damaging IF a summoner knows how to control their pet and doesn't just watch it to do what it wants too.</p>
Luevien
03-23-2012, 03:38 PM
<p>The point isn't when a player discovered the issue, or how well they or their group can deal with the effects; the point is whether Teamwork is working as intended by the devs. I believe the answer to that is no. If Teamwork is intended to cause mobs to aggro pets on the tank's pull, then the AA text should say that, don't you agree?</p><p>I've seen the discussions in the class forums; they were, in fact, very helpful in diagnosing the trouble. I'll note that (what I assume to be) the problem isn't fixed yet, though, so maybe this thread will help to remind the devs of the issue.</p><p>Shorter version: I'm pretty sure it's a bug, and bugs should get fixed.</p>
Dorsan
03-23-2012, 03:40 PM
<p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote><p>Clearly there are summoners who are just now getting to the point where they spend 24 AA points in the AGI tree. </p></blockquote><p>No, but after tons of petitions and bugreports the bug is still here...</p><p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote><p>Teamworks has worked this way since the day the AA revamp came out several long months ago. There are many threads that outline this on the forums easiely found with the search function. The class boards are a great place to start look for that information.</p></blockquote><p>Yes, which is my original point. This bug persists for a long time and it is still not fixed. The class boards are 100% ignored by devs, especially the summoner ones.</p><p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote>But in the interim, all the bugs with teamwork are easily overcome with class knowledge and pet miro-management. Teamwork as a buff, just like any other buff, has a maximun range. Use it. Tanks that fail to generate INITIAL aggro need to compensate for it, no different that if someone cast too early.</blockquote><p>And you clearly still don't get it. A bug is a bug and it needs to be fixed. I don't want to find a workaround for it, I want it fixed. And there are tons of situations when you can't do anything about it. Here are some</p><p>1) You get attacked in PvP - you are in combat and can't evac from that group of 6 people or zone out</p><p>2) You are late for whatever reason, the tank pulled and you are trying to get to the rest of the raid, as soon as you get into range you get slowed down.</p><p>3) You are soloing SoH and you want to train mobs.</p><p>4) You zone in to a zone and a tank starts running into mobs to train without giving you the time to even kill off your pet. You are in combat.</p><p>What you fail to acknowledge that there are situations when it doesn't matter if the tank keeps the aggro or not. You are put into combat either way. And you are in combat and generating hate for no reason.</p><p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote><p>The projected aggro of Teamwork is not anything that is overly damaging IF a summoner knows how to control their pet and doesn't just watch it to do what it wants too.</p></blockquote><p>How about you come to play on Nagafen for a while and then get engaged in combat if someone autoattacks you?</p><p>Either way, what is the problem with you dude? You like to have bugs in the game?</p>
Seidhkona
03-23-2012, 06:02 PM
<p><cite>zokman wrote:</cite></p><blockquote><p>6. Finally soulburn conflicting with plane shift, just makes plane shift useless.</p></blockquote><p>/sigh. Make a macro for Soulburn where the first line is:</p><p><span style="font-size: medium; color: #00ff00;"><strong><span style="font-family: courier new,courier;">/cancel_maintained Plane Shift: Fire</span></strong></span></p><p>Voilá! Soulburn now plays well with Plane Shift.</p>
Dorsan
03-23-2012, 10:14 PM
Please don't derail this thread. The thread is about the bug with the summoner Teamwork AA. If people have problems with other things, they should make a thread about it. This is a bug that is here since the AA revamp and it needs to be fixed. Bump for that.
Davngr1
03-24-2012, 12:57 AM
<p>this kinda sucks but i don't think there's anything devs can do about it or they would have by now, i assume?</p> <p> pretty sure it's the same problem that dirges have when someone in group gets agro and triggers stoneskin. if devs can fix it there's no reason not to fix it, it's literally just an annoying bug. there's no reason for summoner using team work to have to deal with this.</p>
Dorsan
03-24-2012, 01:09 AM
I am sure they can fix it if they try. And if they can't think of any other way, they can make it a proc with 100% proc rate that triggers from pet spells and has a duration of 5 sec. That would solve it. But I am 100% sure it is a bug that can be fixed in 10-30 mins if 1 dev actually takes the time to look at it.
Dorsan
04-03-2012, 12:31 PM
Bump because this bug is still in game.
Brigh
04-03-2012, 12:48 PM
<p><cite>zokman wrote:</cite></p><blockquote><p>There is a ton of bugged non working problems with the conjuror class for years, but Sony doesn't seem to want to fix any of them? Death of the mage classes on this game, fewer and fewer of us.</p><p>1. Summoner AGI line AA pulls immediate aggro even if the pet is in back off position and You and pet have not attacked</p><p>2. Pets die all the time in DOV expansion to much AOE, pets die from 3 to 7 times every raid (named fight). This is just rediculous reducing the mages dps to horrible. And yes Im using all my stoneskins and pets death save spell. Re-animate spell doesnt work either, if the pet gets hit too hard it doesn't re-animate ( this is a non working broken spell) Its even worse for coercer and Illy their pet doesn't last 10 seconds, what a joke. All pets should have AOE immunity, so they can be usefull to our classes. Same with swarm pet spells these have always and still are useless, just convert them to damage spells or make swarms AOE immune.</p><p><span style="color: #ff0000;">I posted in the Zones and Population forum recently about this issue. Conj pets just insta-die to the Drunder named with the boars. He has a huge one-shot kill to pets that is room-wide. Groups fight up front near the named while I stood, testing the issue after getting royally p-o'd off, near the back of the room and STILL the pet dies. I pop pet out again, and a half second later it dies again.</span></p><p>3. Summoner scout pets useless, why even give us a useless pet, what a waste? What is the reason the scout pet doesn't do the same or more dps as our mage pets. Scout should do more DPS, the game is so slanted now toward melee classes with Multi attack and reforging that really only benefits melee with very little for mages? Please increase the scout pets lethargic attack speed and reduce it's long spell reuse timers.</p><p>4. Conjuror shadowstep spell not working and broken this spell does no damage when used with the mage pet. <span style="color: #ff0000;">Hmm I tap this in between casts since I can and seem to think it does do damage.</span> Conjuror communion spell broken also, this spell does very little damage but worse cancells and negates our fire from within, epic buff. So if you use communion you loose your fire from within buff 5.4% potency for the entire group or raid for 30 seconds. <span style="color: #ff0000;">Never knew it removed it. I just cast it and don't pay attention.</span> This makes the spell useless and non useable, also why doesnt communion work with plane shift anymore, <span style="color: #ff0000;">Never heard of PS working on Communion pets, if that is what you mean</span> if it still cancells our fire from within? Why would anyone cast this spell and reduce the entire group/raid dps for 30 seconds?</p><p>5. Conjuror antagonize offensive stance spell and the shadow AA item offensive onslaught doesnt work either. This spell and AA item give nothing useful to our pets. Why cant this be changed to necro like spell adding damage proc, crit bonus or potency to pet?</p><p>6. Finally soulburn conflicting with plane shift, just makes plane shift useless. Heres why, if you want to do max dps you have to use plane shift to increase damage from elemental blast, but then cancel plane shift when soulburn is up again, if you dont cancel it you will loose too much dps to leave it running the minute. Theres no reason to nerf the conjuror this way. The wizard class can add multiple adorns to increase his max power greatly increasing the damage output of their manaburn spell. Same with Necro they can add red adorn stout or mutliple white adorns adding max health to greatly increase their damage from their lifeburn spell. There is no adorn a conjuror can add to increase its big spell damage, we should be able to cast soulburn while in Plane shift, the way it is now makes it horrible to play and renders plane shift half useless. Please remove the soulburn plane shift conflict and increase plane shift to 2 minutes.</p><p><span style="color: #ff0000;">I don't use SB. It is too much micro-managing to concentrate on timing a stoneskin/death save on the pet then using it + all that other stuff you said, so I use the encounter AE + detaunt.</span></p></blockquote>
Dorsan
04-18-2012, 02:17 PM
Level cap raised to 92, tons of changes in the game and this bug is still there. Fix it already.
<p>We play on Naggy. You know they don't listen to anything we say even if it's related to pve. They are specifically told, "do not listen to anything Nagafen players say. They are scum that kill players and troll."</p>
Dorsan
04-26-2012, 10:57 AM
<p>Hey devs, this is still broken, I got 3 deaths in the raid yesterday thanks to this. You owe me 1p now and some real life cash for anti depressants.</p><p>Fix this already.</p><p>And ps: Fix siphoning of souls too.</p>
Traldan Omegafyre
05-01-2012, 12:18 PM
<p>Bump, please fix this.</p>
Seidhkona
05-01-2012, 02:56 PM
<p><cite>Traldan Omegafyre wrote:</cite></p><blockquote><p>Bump, please fix this.</p></blockquote><p>This is not the way to get a bug fixed, just FYI. I recommend using /bug in-game to report it (that puts it into QA's test pile for verification and triage into the production schedule). Using /bug is the most important step, because that queues it to be looked at.</p><p>Question: with my conjy pet on /backoff, I find that my [expletive][deleted][obscenity] wand fires and gets aggro. Have you tested to rule out a wand as the possible source of the problem? </p><p>Another good step: Send in a /petition on the problem. Ask if the dev team is aware of the bug, and request that the issue be forwarded to the dev team. Provide any of your screenshots and ACT or log data that help illustrate the issue. The more good data the dev has, the faster they can pinpoint the problem and fix it.</p><p>The devs DO read the forums. But remember that everybody and their dog is kvetching on here about a problem important to THEM, so your issue just gets lost in the noise.</p><p><img src="http://fc04.deviantart.net/fs70/f/2011/008/c/7/gullveig_signature_by_sigrdrifa1-d36p6cf.jpg" width="500" height="150" /></p>
Traldan Omegafyre
05-01-2012, 04:19 PM
<p>It's been bugged before. Quite a few times, I'd bet.</p><p>The problem has been isolated to this AA. This isn't just a few people kvetching about a small problem - it affects any summoner with that AA, and probably affects lots of of the casuals even more so, because they just see a decent-looking AA and spec into it, without any knowledge that it'll get their pet (and often them) killed quite a bit.</p><p>Of course, there may only be like ten summoners left playing this game, in which case it would affect a handful of people.</p>
akin99
05-02-2012, 09:07 AM
<p>I am sure it has been bug reported to death. I ended up dropping it just to not have to deal with the aggro. Got reanimate instead at least it sort of works.</p>
Choovio
05-03-2012, 01:35 AM
<p>I *never* post on these forums, but I'm just here to</p><p>A) bump the thread, and</p><p>B) Let Sigrdrifa know that this has been bugged, petitioned, etc by everyone already. <span style="-webkit-tap-highlight-color: rgba(26, 26, 26, 0.296875); -webkit-composition-fill-color: rgba(175, 192, 227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.230469);">This is not an issue of a wand's autoattack, nor is it due to lack of micromanagement like some other guy said. Range does not alleviate this issue, as my pet routinely pulls aggro from across zones. This is inevitable, and only speccing otherwise can fix the issue.</span></p><p><span style="-webkit-tap-highlight-color: rgba(26, 26, 26, 0.292969); -webkit-composition-fill-color: rgba(175, 192, 227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.230469);">I've been playing a summoner since the release, and this is *not* how they should be working. This *is* an important issue, and players discrediting our perspective on this bug is the last thing we need to get a developer's attention on this.</span></p>
Dorsan
05-03-2012, 11:06 AM
I have reported this bug using the /bug function, I have tried to petition it, I have wrote personal messages to developers, and I also made this thread. This bug needs to be fixed soon. ps: level 92 Siphoning of Souls is still broken as well.
Enderbsd
05-06-2012, 03:27 AM
<p>bump</p>
arthemis1er
05-07-2012, 05:59 AM
<p>This is the reason why i ditched the agi tree besides Transference.</p><p>Any pet group dmg reduction or dmg increase messes everything up</p>
Dharkone
05-08-2012, 06:43 AM
<p>Any news yet on `Teamwork` or are the devs to busy with the other May update plans? I'm not making myself popular during raids atm (yes, I refuse to spec out off Teamwork).</p><p>B.t.w. Is staying in combat mode once the encounter has been killed related to this bug as well? Now I have to perform a sit/stand to get out of combat mode.</p>
Dorsan
05-17-2012, 08:33 AM
Hey devs, how are you lately? Did you notice this bug isn't fixed yet? Fix it.
Dorsan
06-11-2012, 04:20 PM
Oh look, another month passed. Hey, why isn't this fixed yet?
Brigh
06-29-2012, 12:09 PM
fix is on test
Solarax
07-26-2012, 11:29 AM
<p><cite>Brigh wrote:</cite></p><blockquote>fix is on test</blockquote><p>and not working there either</p>
shadowscale
08-18-2012, 11:46 PM
<p>its still bugged....</p>
<p>Can you please fix Teamwork drawing aggro to the pet?</p><p>Here it has been noted: http://forums.station.sony.com/eq2/posts/list.m?topic_id=519515&post_id=5767933#5767933 as fixed.</p><p>But it still doesnt work:</p><p>My (mage-)pet dies a lot on pulls e.g. in UD x4 Trash. I put it on passive mode. i dont attack. i just move with the raid. the pet will die at once. Even when i re-summon the pet during a fight, it looks like it draws aggro immediately.</p><p>Didnt try not attacking in SS instances, but the pet dies a lot.</p>
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