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View Full Version : Game Mechanics: Charmed Pet - Guard function


Dora
04-27-2014, 02:12 PM
Hi,

Since the patch today, Hitting Guard on a charmed pet seems to be ordering the pet to run back to somewhere which I can only guess is their spawn location, instead of Guarding the area they are in. Tested in DL on a half dozen different mobs.

Thanks,

Ronie 51 Enchanter - <Harmony>

fastboy21
04-27-2014, 02:52 PM
Same in kc.

maurilax
04-27-2014, 04:15 PM
same in DL

Nariel
04-27-2014, 06:42 PM
Same in Lake of Ill Omen, though to add more to this, I tried having a static-spawn mob guard to see if it would run back to its spawn point. It did not.

Yumyums Inmahtumtums
04-27-2014, 07:36 PM
Same in FV

Detoxx
04-28-2014, 03:08 AM
Have been soloing in hate on my enc at the fountain trying to get rogue armor. It seems that pathers will go back to their pathing if you tell them to guard, and statics will guard properly

Pint
04-28-2014, 06:14 AM
Think detoxx is onto something. Earlier in hate one of our druids had a charmed pet that took off randomly into the zone creating a nice big train, none of our chanters using normal static spawn cleric and banshee pets had this issue though.

Wrench
04-28-2014, 11:17 AM
Think Nariel is onto something. Earlier in hate one of our druids had a charmed pet that took off randomly into the zone creating a nice big train, none of our chanters using normal static spawn cleric and banshee pets had this issue though.

Lisset
04-28-2014, 01:05 PM
Think detoxx is onto something. Earlier in hate one of our druids had a charmed pet that took off randomly into the zone creating a nice big train, none of our chanters using normal static spawn cleric and banshee pets had this issue though.

This explains why when we were in the port in room I said I saw a charmed revultant rat (I conned it to be sure) go charging off and grabbing a train. We were all trying to blame pet charmers when the fault was the patch.

Glasken
04-28-2014, 05:25 PM
Similar behavior of running off: giants in WW, goblins, skeletons in LOIO. Static skeletons in LOIO are guarding as normal.

More than a little maddening, can only imagine how this would act in dungeons.

Haynar
04-28-2014, 10:43 PM
Fixed pending update.

H