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Unread 04-26-2007, 03:37 AM   #1
Fhearme

Elder
 
Join Date: Dec 2006
Posts: 1
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Deity Pets since GU34 are:

a) having a pet window, making gameplay for pet classes annoying at times, unable to see the pets hp/mp unless you cast your main pet first then the deity pet. 

b) are taking damage just like they were when they were first introduced, Necromancers whom use there Devour Essence line (which converts pets health into power for the Necromancer) kill there pet if they use this pet.

c) if using /pet hide with a deity pet that was summoned after your main pet it seems to make the model disappear and park that pet in that location, any summoner spells or abilities, such as Devour Essence or Consumption will not work in this state, you will receive the "Too Far Away" message.

d) zoning with a deity pet as a pet class with /pet hide causes a level 5 pet with the same model as the the pet classes main pet.  Further if you /pet hide again that lvl 5 NPC will follow you, and upon zoning you will keep that pet and have your normal looking deity pet (now 3 pets in total, Deity Pet, Main Pet and Level 5 copy pet) 

Those are the ones I've picked up, others I have read about:

Monks FDing while deity pet is up, NPC goes and attacks "unknown" until monk cancels deity pet then it resets.  If group is FD all people in the group must cancel there deity pets to reset the encounter.

 Now was it really like this on test and wasn't fixed before live or do people on test not use deity pets?  Some pretty big problems have been introduced that need correcting ASAP for pet classes whom wish to use there deity pets.  If you can't make /pet hide work like deity pets were previously before this GU34 make it a buff only please and be done with it.

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