Done a fair bit of testing on my own Magician on Red and here's some information you may find useful:
-Pets do not have an innate dual-wield check until a player's mid-thirties summoning spells, so equipping them with two weapons at lower levels gives them additional damage (a % chance to swing with both arms)
-Pet damage is not supplemented by weapons UNLESS the weapon has a higher base damage than the pet at that level. So, handing a "Brutechopper (16/50)" to a low level pet that has a max hit of 12 will allow that pet to hit for 16! Somewhat inconsequential since your pet's damage quickly outpaces even the most lumbering weapon damage available. Weapon delay has no effect on the pet.
-Pets will make use of weapons with a "Proc" ability. I know I carry around a few Gnoll Hide Lariats for great, well established groups. Gives my pet the occasional stun hit.
And then there's Psychology!
It's my firm belief that a large high-level Mage pet with enormous, deadly looking weapons put's your group members at ease. Calm players are better able to react to sudden changes in combat and less likely to cast their spells too often and risk being low on manna. Looks awesome too. That's my opinion, anyway =p
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"Extinction is the rule. Survival is the exception." -Carl Sagan
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