Thread: Protoflame...
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Unread 09-10-2005, 08:41 PM   #2
Kwoung

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Join Date: Nov 2004
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Latest patch 9/9... Protoflame seems to have nerfed some more and is pretty much back to his original (broken) state of usefulness. If I cast him at a mob after I have agro, he can never taunt off me and he only hits in the 20-70 range on green mobs now as far as I can see. As for health, I cast him at 3 different green^^^ mobs 7-10 levels lower than me and the protoflame, on the non-named mob he lasted 3 seconds, on the named mobs he actually died before ever even fully arriving to the mobs... in short, he was one hit enroute to the target. How the mobs killed him with melee damage from 10-15 feet away is beyond me, but protoflame died instantly non-the-less. Checking my damage chat, I found that he seems to have around 1400-1500 hitpoints and I can not imagine he has any mitigation or avoidance at all as easy and quick as he died.

I hope that this is not the intention, as I much preferred protoflame as my taunting tank to using stupid root spells. It was fun and interesting to use him as a tank for Zindi and I, so we could finally focus on doing damage and using strategies to defeat encounters, instead of being a tanking mage and frantic healer. Bottom line, Proto added a lot of fun to my game for the short time through this barrage of patches that he was actually a useful pet. For the first time in a long time Zindi and I felt like we were really having a ton of fun, instead of just grinding away at stuff.

If given a choice between the uber roots you just gave me or having a master 2 protoflame that can tank and taunt well, I will take the protoflame. BTW, proto in his best form was a lot less powerful than these new roots, as the roots pin multiple mobs down 100%, and proto could only tank one mobs at a time and could not stand up health wise to 3 mobs beating on him.

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