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Old 07-02-2011, 05:04 PM
Obsidus Obsidus is offline
Aviak

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Join Date: Jun 2011
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Earth pet is good for breaking a camp because it will last longer than any other pet. In actual classic EQ it was necessary for soloing in some places where monsters would flee and create trains (dungeons most especially), but on p1999 monsters aren't actually fleeing like they should be and thus the Earth pet's root isn't as useful.

Water pet is good for holding a high-spawn/quick-spawn camp after it is broken because it regens health faster than any other pet and thus can keep up with the spawns the best. Although, at the higher levels this will start to not hold true because chain-summoning the Fire pet will become better often times. Water pet is also nearly immune to poison, so it's good for fighting things that have a strong poison attack.

Fire pet is what you want to use when soloing whenever possible because of the fatty damage shield it has. It's good for grouping in many situations too (especially at lower/mid levels) because you can still off-tank extra monsters and quickly kill them with the fire pet.

Air pet is generally best for grouping at higher levels because the stun is more useful to a group than the other targeted abilities the other pets use. It's also the only targeted ability of the pets that won't break another player's root. If you are in a dungeon that has weird pathing issues, the air pet is also good because it will go invisible and not create trains (if all of the monsters can't see invis anyway).
Thank you , this is exactly what I was looking for.