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View Full Version : Pet XP changes Oct 23 2011 patch follow up


tbox
11-18-2011, 12:24 AM
Hey folks,

Just wondering if the pet exp changes as of the October 23 patch have been fully figured out and how do you think it has impacted pet classes?

Thanks,

- Tbox

Akim
11-18-2011, 12:27 AM
F'ed necros in the A

Slave
11-18-2011, 12:29 AM
F'd the following classes in the A: Magician, Necromancer, Enchanter, Druid, Shaman. In no particular order.

socialist
11-18-2011, 09:29 AM
Doesn't it fuck enchanters the most since they're pretty much incapable of even outdamaging their pet at all? Between shitty damage output and the enormous aggro from the stun component of their nukes, I don't see how soloing is possible for enchanters, except when camping items where the xp is generally irrelevant. While it sucks hugely for all the pet classes, the other ones are at least able to do the 50% damage it takes to get proper xp from the kill. Memblur is out of the question because it fails like 80% of the time and doesn't tell you whether it fails or succeeds, plus it would be too much mana to spend on top of the terrible nukes and the constant re-charms.

bhatz01
11-18-2011, 09:43 AM
It's a terrible change. It has damaged the server morale.

strides
11-18-2011, 09:57 AM
really guys I play a mage as my main only lvl 43 the change is a bummer but you just have to find new ways to get the kill. I have been loooing for caster type mobs that have low hit points that I can easily blast and do 50% of the damage. P1999 is still a great server and let me remind you its free so roll with the punches mage is stilll a fun ans productive class to play.

Tuffpuppy
11-18-2011, 10:00 AM
Hey folks,

Just wondering if the pet exp changes as of the October 23 patch have been fully figured out and how do you think it has impacted pet classes?

Thanks,

- Tbox

Have not logged in since change. Loving the new server I am on.

Extunarian
11-18-2011, 10:06 AM
I don't think shamans should be affected at all, and the charming classes (druid/chanter) only have to make minor adjustments to get full xp.

As for mages, do what Strides says - kill low hp mobs like bards and casters. Or just roll with the penalty and continue to be one of, if not the best, solo class for leveling.

You can also (gasp) duo or group.

Hroth
11-18-2011, 10:14 AM
It did affect shaman from 34-39, at least me anyways. I was able to avoid it by changing my play style, but it was less efficient.

Now at 39 it hasn't been an issue because my new DoT. Also because the pet isn't as strong vs what I'm hunting now as compared to what the 34 pet was against what I was hunting then.

degenvf
11-18-2011, 10:20 AM
Have not logged in since change. Loving the new server I am on.

wich one is that?

socialist
11-18-2011, 11:58 AM
the charming classes (druid/chanter) only have to make minor adjustments to get full xp.

What minor adjustments?

Lazortag
11-18-2011, 12:01 PM
1. Invis
2. Root former pet
3. Nuke

Derp.

Slave
11-18-2011, 01:36 PM
So enchanter having to finish off all mobs with their extremely inefficient and terrible damage spells is a small change to you. Noted.

pickled_heretic
11-18-2011, 01:52 PM
it's not minor at all, enchanter nukes are terrible. In addition to your normal mana cost of rune / CC / charm it's quite substantial.

pickled_heretic
11-18-2011, 01:58 PM
and actually druids don't really need to adjust much at all. a lot of druids were already doing the mob grinder technique which isn't really affected by this change.

socialist
11-18-2011, 08:18 PM
1. Invis
2. Root former pet
3. Nuke

Derp.

Doesn't really work like that. You can sometimes do it, but it's not like that's some minor adjustment that allows enchanters to solo on nearly the same level as they could before. Charm-grinding was already a shaky balance, and although it was great xp when it went well, it took very little for it to go wrong or become inefficient. Having to spend considerably more mana per kill will throw the whole thing off completely, and more importantly, the ideal charm kill where your pet's and the target mob's hp follow eachother is far from guaranteed. More often than not, your pet will lose and you'll compensate by slowing/stunning the target mob, or your pet will finish the mob with 40% hp left and you'll haste it and use it for another kill before disposing of it. Having to routinely break your charm with both mobs still alive, spend much more mana per fight, and never have a pet last more than one fight will make the whole process not worthwhile. Since soloing with a summoned pet is even less viable, I don't see how enchanters can solo effectively anymore except item camps.

Hashal
11-22-2011, 07:53 PM
What was the point of this even? Was this even classic? Too many people mad about 2 classes solo ability?

webrunner5
11-22-2011, 08:56 PM
What was the point of this even? Was this even classic? Too many people mad about 2 classes solo ability?

So what class do you play??? How would you like to loose about 75% of your XP compared to what you used to do.

Extunarian
11-22-2011, 09:22 PM
So enchanter having to finish off all mobs with their extremely inefficient and terrible damage spells is a small change to you. Noted.

It hasn't proven to be very difficult for me. YMMV I guess.

Phallax
11-22-2011, 09:45 PM
So what class do you play??? How would you like to loose about 75% of your XP compared to what you used to do.

Hes defending the pet classes. Reading comprehension ftw.

Hashal
11-22-2011, 11:06 PM
Hes defending the pet classes. Reading comprehension ftw.

^^^^


Seriously though, have the mods every explained why this happened?

Splorf22
11-22-2011, 11:12 PM
If you can a Goblin Gazughi ring makes the whole process much easier. Worst case you ignore it and get 75% xp. Really I think its much more of a nerf to grouping enchanters than soloing enchanters.

Pringles
11-23-2011, 12:47 AM
Make pet agro work correctly and maybe this would be on par with where the pet classes should be, but currently the fucked up nature of pet agro means this exp nurf is just another kick in the balls to pet classes. Pet damage was already nurfed, did we really need to nurf the exp?

Klankster
11-23-2011, 01:03 AM
Lots of misinformation here.

Pets will never steal exp if you are grouped. You can even be grouped with someone who is 15 zones away and be solo killing, and you will recrive full exp, regardless of how much dmg you did to the mob.

When ungrouped, if your pet deals more damage than you to a mob, the pet eats 50%, not 75% of the exp.

Yes, the wiki is very wrong, and I encourage everyone to test this for themselves.

The nerf was implemented very poorly. Even if this is exactly how it was in classic, it's still a terrible change. It doesn't nerf pet classes, it just make the game far more tedious for them, requiring them to duo or to find someone in another zone to sit in a party with them. It also makes people more likely to box a second account so that they can harmlessly sit in their group while they exp.

Zenlina
11-23-2011, 01:50 AM
o so happy mah mage is 60 before kanras started punching pet classes in the gonads

Nedala
11-23-2011, 02:21 AM
Enchs really have no reason to cry over this.

I was already using a method leveling from 54-60 that isnt affected by the recent changes and the exp is a lot faster than regular charming.
I did this in HS for the most part and the exp was awesome.

Find a mob that's good to charm, i always used sepulcher or greater warbone skeletons in hs. Buff it up as good as you can (haste and ac buff), give it 2 weapons, and if they fixed armor stats on pets by now (i haven't played in a while other than VP) give him a haste mask (mages can summon these). Now you gotta find a good spot, or better you find the spot prior to charming and buffing your mob. The ramp in north wing is a good spot for that. Release your pet and root it, make sure you have rune up then release - stun - root .

Now you start charming other mobs and send them into your "rootmob" until they are at like 2% hp, release them and finish them off with a nuke. I highly recommend you to get a Goblin Gazughi Ring (http://everquest.allakhazam.com/db/item.html?item=1653) for the instant charm break clicky, after a bit of training i managed to break the mobs at 0-1% hp so i was able to use a lower lvl nuke to finish them off, saves some mana. Whenever your "rootmob" gets low on hp you get out of aggro range and memblur the mob so it regens 5 % (?) a tick. I actually mem blurred my mob everytime i went pulling (it doesnt always work, but when you do it after each fight your mob is basicly always full hp). I recommend after each fight you refresh your root, then mem blur and go pull the next mob. Make a timer for haste so everytime your haste worns off you retash/recharm the rootmob and refresh haste.

This strat has a lot of advantages over normal charming:

- You dont need to carry a lot of weapons with you, since your charmed mob is always the same, its enough to have 2 weapons with you for hour-long exp sessions
- Its a very safe way to exp, once you get used to it, just dont forget to keep re-rooting
- Your mob does a ton more damage than a charmed pet cause its not a pet, it always dual wields and its always hasted, it will never turn against you given you dont forget to keep root up
- If you use a sepulcher or gw skeleton (or any mob that has mana) you can use theft of thought on them, all the time, which makes your mana pretty much infinite
- If you fight a caster you can interrupt each of its casts by letting it sit when it starts casting

Strat works also for most nameds, as long as you can charm them. I easily solo'd verix in KC with that strat at lvl 58 or 59. If you fight a named id debuff and slow them prior to charming.

If the devs get around to fix pet drops (so your pet drops the stuff you give him, when you kill it) you could also carry around a set of neg MR gear to give your "rootmob" and loot it when you are done exping. If you can, root a mob right at his spawnpoint (works perfect with the corner mob at ramp at HS north), so if your root ever breaks while you are out pulling, the mob will just stay at his spot (because you mem blurred it before you went pulling). Oh and to check if mem blur worked you can simply move around an see if the mob is still facing you or not. If he isnt facing you, mem blur worked, also if the mob regen's 5% a tick.

Given this still works, and im pretty sure it does, enchs have no need to QQ about exp, you can prolly solo faster than anyone else :)

Remember mem blur only works if you are out of aggro range while casting it ! If you are too close you will re-aggro the mob instantly and prevent him from regen!

messiah_b
11-23-2011, 12:55 PM
As for mages, do what Strides says - kill low hp mobs like bards and casters. Or just roll with the penalty and continue to be one of, if not the best, solo class for leveling.


Mage's are absolutely one of the worse soloing classes now (actually very classic)

The best bet is to duo (with someone who will trade your stuff to someone else)

tradebot
11-23-2011, 01:17 PM
Make pet agro work correctly and maybe this would be on par with where the pet classes should be, but currently the fucked up nature of pet agro means this exp nurf is just another kick in the balls to pet classes. Pet damage was already nurfed, did we really need to nurf the exp?

This. Or just paint a big bullseye on a mages robe. Same effect.

pickled_heretic
11-23-2011, 01:31 PM
Grouping invalidates the penalty, which was my only real concern. I had serious reservations about this change given that charmed pets will very frequently outdps duos, or even full groups that are a little light on DPS. Since learning that grouping, even just duoing, completely invalidates the penalty, I couldn't be happier.

pickled_heretic
11-23-2011, 01:37 PM
Enchs really have no reason to cry over this.

I was already using a method leveling from 54-60 that isnt affected by the recent changes and the exp is a lot faster than regular charming.
I did this in HS for the most part and the exp was awesome.

Find a mob that's good to charm, i always used sepulcher or greater warbone skeletons in hs. Buff it up as good as you can (haste and ac buff), give it 2 weapons, and if they fixed armor stats on pets by now (i haven't played in a while other than VP) give him a haste mask (mages can summon these). Now you gotta find a good spot, or better you find the spot prior to charming and buffing your mob. The ramp in north wing is a good spot for that. Release your pet and root it, make sure you have rune up then release - stun - root .

Now you start charming other mobs and send them into your "rootmob" until they are at like 2% hp, release them and finish them off with a nuke. I highly recommend you to get a Goblin Gazughi Ring (http://everquest.allakhazam.com/db/item.html?item=1653) for the instant charm break clicky, after a bit of training i managed to break the mobs at 0-1% hp so i was able to use a lower lvl nuke to finish them off, saves some mana. Whenever your "rootmob" gets low on hp you get out of aggro range and memblur the mob so it regens 5 % (?) a tick. I actually mem blurred my mob everytime i went pulling (it doesnt always work, but when you do it after each fight your mob is basicly always full hp). I recommend after each fight you refresh your root, then mem blur and go pull the next mob. Make a timer for haste so everytime your haste worns off you retash/recharm the rootmob and refresh haste.

This strat has a lot of advantages over normal charming:

- You dont need to carry a lot of weapons with you, since your charmed mob is always the same, its enough to have 2 weapons with you for hour-long exp sessions
- Its a very safe way to exp, once you get used to it, just dont forget to keep re-rooting
- Your mob does a ton more damage than a charmed pet cause its not a pet, it always dual wields and its always hasted, it will never turn against you given you dont forget to keep root up
- If you use a sepulcher or gw skeleton (or any mob that has mana) you can use theft of thought on them, all the time, which makes your mana pretty much infinite
- If you fight a caster you can interrupt each of its casts by letting it sit when it starts casting

Strat works also for most nameds, as long as you can charm them. I easily solo'd verix in KC with that strat at lvl 58 or 59. If you fight a named id debuff and slow them prior to charming.

If the devs get around to fix pet drops (so your pet drops the stuff you give him, when you kill it) you could also carry around a set of neg MR gear to give your "rootmob" and loot it when you are done exping. If you can, root a mob right at his spawnpoint (works perfect with the corner mob at ramp at HS north), so if your root ever breaks while you are out pulling, the mob will just stay at his spot (because you mem blurred it before you went pulling). Oh and to check if mem blur worked you can simply move around an see if the mob is still facing you or not. If he isnt facing you, mem blur worked, also if the mob regen's 5% a tick.

Given this still works, and im pretty sure it does, enchs have no need to QQ about exp, you can prolly solo faster than anyone else :)

Remember mem blur only works if you are out of aggro range while casting it ! If you are too close you will re-aggro the mob instantly and prevent him from regen!

1. before the exp nerf, there's absolutely NO WAY this was faster than normal charming, because you never had to spend mana on a terrible enchanter nuke except for your lvl 1 nuke, you would just break and charm a new pet to finish off the old one.

2. you can calm mobs before blurring them, this lets you literally sit next to a mob while they are regenning their hp.

3. there's lots of mobs that quad without weapons now, i think the greater warbones are one of those mobs. also, skeletal guardians definitely quad without weapons, i've used them before.

otherwise a good technique that i've used myself with multiple mobs to create a "mob grinder" effect.

Nedala
11-23-2011, 02:09 PM
1. before the exp nerf, there's absolutely NO WAY this was faster than normal charming, because you never had to spend mana on a terrible enchanter nuke except for your lvl 1 nuke, you would just break and charm a new pet to finish off the old one.

2. you can calm mobs before blurring them, this lets you literally sit next to a mob while they are regenning their hp.

3. there's lots of mobs that quad without weapons now, i think the greater warbones are one of those mobs. also, skeletal guardians definitely quad without weapons, i've used them before.

otherwise a good technique that i've used myself with multiple mobs to create a "mob grinder" effect.

You dont have any mana problems at all because of this nuke, since you can always use theft of thought on your rootmob, also you can use a lower lvl nuke which isnt that bad manawise. i still think this method was
faster because your mobs did a lot more dmg than a charmpet. i dont think the mobs still quad if you have them charmed? idk tho, i still think its faster. mobs may quad without weapon but at the time i used this strat they did WAY more damage with 2 weapons, i was almost falling asleep when my pets didnt have 2 weapons. I think the dmg increase makes up for anything else, im sure this is at least as fast as regular charming if you do it right, i still think its a lot faster.

What you say about calm is true but it isnt really needed unless you have not enough room.

pickled_heretic
11-23-2011, 02:20 PM
Charm a skeletal guardian for yourself in KC, they definitely quad without weapons. I'm fairly certain greater warbones (at least some of them) are the same way, I had one charmed in BW to help powerlevel guildies and was shocked to find out that he was quadding by default. I didn't really want him to quad because he was KSing from the group i was trying to help dps out of group with.

Nedala
11-23-2011, 03:00 PM
In that case it was changed again, i started to exp like that after a huge nerf, after that charm pet dmg was really lame without weapons, i guess they changed it back then.

Nivar Quartz
11-23-2011, 09:55 PM
Obv the nerf was to " level " the Red99 servers characters race to 50, just a shame it affects both blue and red. The group bug mentioned previously is interesting but i'd assume will be addressed in the next patch. :)

Slave
11-24-2011, 12:15 AM
Since learning that grouping, even just duoing, completely invalidates the penalty, I couldn't be happier.

Right up until the next patch.

pickled_heretic
11-24-2011, 12:53 AM
Right up until the next patch.

Good god I hope not. I really would riot if they intentionally changed that. Lol

Kasilis
11-24-2011, 09:16 AM
Lots of misinformation here.

Pets will never steal exp if you are grouped. You can even be grouped with someone who is 15 zones away and be solo killing, and you will recrive full exp, regardless of how much dmg you did to the mob.


The nerf was implemented very poorly. Even if this is exactly how it was in classic, it's still a terrible change. It doesn't nerf pet classes, it just make the game far more tedious for them, requiring them to duo or to find someone in another zone to sit in a party with them. It also makes people more likely to box a second account so that they can harmlessly sit in their group while they exp.

Won't the exp be divided by two even if the other one is not in zone?

Frootloop
11-25-2011, 10:30 AM
All I know is I haven't played my mage // enc // necro Since the. Well... Eq since I guess