View Full Version : What are the differences between app/adpt/master pets?
CalleumN
07-27-2006, 08:30 PM
<DIV>New illusionist here with a question. What specifically improves when you upgrade your personae/pet from apprentice to adept to master? </DIV>
The quality of the spells the pet itself casts are said to be equal to the quality of the pet. So the pets spells will do more damage, drain more mob power, and be resisted less.<div></div>
CalleumN
07-27-2006, 09:07 PM
Okay, great, thanks for that info. Another, somewhat related question...is there a way to make the pet stand at range and launch spells, rather than run into combat? Sometimes, for some mobs, I would rather root, and have us both at range, rather than my personae tanking. But I can't figure out how to do this.
Impetus
07-27-2006, 09:17 PM
No easy way to do that. The only way is to "pulse" the pet by having it attack, then hitting the "back off" button to make it run back to you, then hitting the attack button again, then back off ...<div></div>
WAPCE
07-27-2006, 09:32 PM
I believe the pet also gets a small increase in HP with upgrades?
Zebsen
07-27-2006, 09:36 PM
<P>I don't believe the pet gets any more HP with increased versions. I don't think any of the pets (conjurer/necro/etc) get more HP with level. At least, I'm recalling a dev stating that several LU ago. I don't know if that has changed at some later point.</P> <P>Increased damage with increased version is all that I'm aware of as far as pet upgrades. I seem to recall a post at one point here about damage of one pet level followed by damage after scribing the upgrade. You might get lucky using the search option to find it, if it exists.</P> <P>Zebsen</P> <P> </P><p>Message Edited by ZebsenChanter on <span class=date_text>07-27-2006</span> <span class=time_text>01:37 PM</span>
Sotaudi
07-27-2006, 11:31 PM
<BR> <BLOCKQUOTE> <HR> WAPCE wrote:<BR>I believe the pet also gets a small increase in HP with upgrades?<BR> <HR> </BLOCKQUOTE> <P><BR>I believe the only effect mentioned is that the quality of the spells the pet casts will be equivalent to the quality of the spell with which it is summoned. So if you summon your doppleganger with an Adept 1 spell, he will cast Adept 1 versions of his spells.</P> <P>I would think that his only increases in HP would come from his level, which of course increases when you level and resummon him at your new level.</P>
WAPCE
07-27-2006, 11:44 PM
<blockquote><hr>Sotaudi wrote:<div></div><blockquote><hr>WAPCE wrote:I believe the pet also gets a small increase in HP with upgrades?<hr></blockquote><p>I believe the only effect mentioned is that the quality of the spells the pet casts will be equivalent to the quality of the spell with which it is summoned.</p><hr></blockquote>True, but that's not all-inclusive, it's there to explain the duplicate part of the pet.I did track down what I was thinking of, it was from the LU13 combat revamp and only applied to Summoner tank pets:<i>Summoned Pets- The maximum health of Fighter pets is now based on the quality level of the spell used to summon them.</i>
Xandor
07-28-2006, 03:03 AM
<P>I recently made an adept III fighter pet for my conjuror and as an experiment also made an apprentice IV version. Then before scribing either one I used posess minion on the apprentice I version (this is for the level 38 or so fighter pet) and noted all stats. Then I scribed the apprentice IV version, resummoned, used posess minion again, then repeated the process with the adept III version. So the only change in this experiment was the quality of the pet (I had all other buffs down to make sure they didn't somehow interefere). </P> <P>The only difference between the pets (other than the pet's spell quality of course) was HP. They were: </P> <P>4,149 at apprentice I</P> <P>4,214 at apprentice IV</P> <P>4,347 at adept III</P> <P>Of course how this all translates to the illusionist pet is unknown (by me at least), but make what you will of the conjuror info.</P>
<DIV>It increases damage, and resistability.</DIV>
Sotaudi
08-01-2006, 02:07 AM
<P><BR></P> <HR> Xandor wrote:<BR> <BLOCKQUOTE> <P>I recently made an adept III fighter pet for my conjuror and as an experiment also made an apprentice IV version. Then before scribing either one I used posess minion on the apprentice I version (this is for the level 38 or so fighter pet) and noted all stats. Then I scribed the apprentice IV version, resummoned, used posess minion again, then repeated the process with the adept III version. So the only change in this experiment was the quality of the pet (I had all other buffs down to make sure they didn't somehow interefere). </P> <P>The only difference between the pets (other than the pet's spell quality of course) was HP. They were:</P> <P>4,149 at apprentice I</P> <P>4,214 at apprentice IV</P> <P>4,347 at adept III</P> <P>Of course how this all translates to the illusionist pet is unknown (by me at least), but make what you will of the conjuror info.</P> <P></P> <HR> <P> </P></BLOCKQUOTE> <P>There was a test server note somewhere around LU13 worded somewhat like the previous poster's note about max health. However, I could not find an actual Live Update note that had that wording. The LU13 update notes, from what I can tell, only mention the spell upgrades affecting spell casting quality of the pet. The first and only applicable LU note I could find specifically mentioning summoned pets' health in conjunction with spell quality (assuming "rank" = "quality) was in LU16 and specifically limited itself to "Summoner, Conjuror, and Necromancer" pets. That note was as follows:</P> <BLOCKQUOTE dir=ltr> <P>- Summoner, Conjurer, and Necromancer pets should receive additional improvements when they are summoned with a higher rank of spell. As the spell rank is improved, fighter pets will gain slightly more health, mage pets will receive a bit more power, and scout pets will have a bit higher damage output.</P></BLOCKQUOTE> <P>This note specifically mentions "Summoner, Conjurer, and Necromancer pets." It also specifically limits the link between spell rank and health to "fighter pets." Thus, as the poster quoting the other note indicated, the increase in health can only be assumed to apply to fighter pets from these classes. And it would make sense that a spell upgrade would affect only Fighter pet health. A DPS pet's effectiveness is derived from its abiltity to put out damage. A Fighter pet's effectiveness is dependent on its ability to take a beating. Thus, you would expect spell quality to affect a DPS pet's ability to do damage, and a Fighter pet's spell quality to more affect its ability to hold aggro and take damage. Increased health would certainly be a big part of such an upgrade for a Fighter. </P> <P>Xandor, your test was with a Conjurer fighter style pet, so your test results confirmed the above note. However, since the Illusionist pet is a mage-type pet, no conclusions could be drawn from comparing it to an effect that is specifically limited in the note to fighter pets. At best, a theory could be formed by testing a Summoner/Conjurer/Necromancer Mage pet, but even then, there would be no reason to conclude anything because the note excludes mentioning Illusionists. So no matter what the result of such tests were, you would still have to test the Illusionist pet to conclude anything.</P> <P>I am not saying that Illusionist pets could not possibly get health increases from spell upgrades, I just have not seen anything that would remotely suggest reason to believe that would be the case. I suspect that running such a test would be a waste of time. After all, the only reason this even came up was because someone mis-remembered a LU note, and later realized that it only applied to a certain type of pet for a certain type of class, neither of which applied to our class and pet.</P><p>Message Edited by Sotaudi on <span class=date_text>07-31-2006</span> <span class=time_text>03:10 PM</span>
Singm
08-22-2006, 05:25 PM
<div>My solution to your problem :- push the pet attack button and root the target at the same time. By doing this, and if you let your pet to get all his spells back (recast time are the same than yours), your pet will do most of his damages by casting spells, then rush to melee. But the target life should be down to 50% or less at this time.My boring way to kill a mob :- /pet attack- root- start OH- 2 spells for debuff- fast nuke- depending of the OH, long nuke or stun- start OH- fast nuke- depending of the OH, either debuff melee (because now pet is doing that) + fast nuke, the 3-hits buffs, or debuff (to complete OH and because your stun not refreshed).- loot<blockquote><hr>CalleumNex wrote:<div></div>Okay, great, thanks for that info. Another, somewhat related question...is there a way to make the pet stand at range and launch spells, rather than run into combat? Sometimes, for some mobs, I would rather root, and have us both at range, rather than my personae tanking. But I can't figure out how to do this.<hr></blockquote></div>
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