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Old 05-27-2012, 05:35 PM
finalgrunt finalgrunt is offline
Sarnak


Join Date: May 2010
Posts: 283
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That's a good basis, but there is also lots of wrong stuff.

Quote:
It is because all the agro that was on your previous pet is poofed into oblivion
While this seems to be true at lower levels, it becomes false as you level up and hit bigger targets. Pet will not take back aggro instantly, and will get sometimes get you killed with a normal chain pet technique.

Mage weakness is they don't heal, have poor mana regen, no CC, and of course do not tank. To remain effective, you can't have mobs hit you. Yet with chain pet it often happens.

I would say up to level 51 you can easily manage. After this is another story. Mage soloing pretty much stops being effective 51+, and duo should be favored, even more with mobs running away fast in dungeons.

Quote:
You simply rinse and repeat this process till the mob starts to flee. When the mob starts running you poof your current pet using your reclaim energy spell or clicky (NOT the go away command this time), then cast 1 nuke. If that nuke does not kill the mob but still take over half the remaining health, simply summon another pet for the next mob and let it finish it off while you med. And BAM you get full exp evertime.
This technique, while valid, can't be said to be the best without going further into details.

When you chain pet, you need to take into consideration pet's life expectancy, to see if burnout is an option or not. Mages have got weak mana regen. And nuking every mob while also recasting a new pet each time is not always the most effective way. Sometimes it's just better to summon a pet, equip it, burnout and tear down many blues fast.
Safety is often overlooked, and different players will obtain different results. If one screws a pull for let's say 5 successful, the time required to get back on track isn't always worth it. Also, loosing a good xp camp over a stupid death sucks.

Quote:
1) It is actually ok to heal or nuke if you think 1 pet will do the job till the mob runs. Normally mobs will turn to run at 15% **MOST UNDEAD DO NOT FLEE**

2) If your pet is below 20% the mob will not turn to run. This can be an advantage. Let the mob get down to 1% before u poof. The mob will initially agro on you but once it realizes you have a lot of health (which you should) it will start to run. This will let you use a lower lvl nuke because u only need to take care of around 1% health.
I'll give you my pro tip: if your pet is below 20%, and mob's health should make it running (but won't due to pet's low health), you can step into melee range and the mob will start running. Because when in melee range, the mob will always focus you instead of pet. Since you're above 20% hp, it makes it run. And it won't turn back on your low hp pet even after you left melee range.

About pet choice, earth pet should only be used to break camps. Otherwise fire pet up to level 51. Torch of Alna is the most important item you can quest as a new mage, followed by the eye of zomm clicky bracer.

Fire staff from Plane of Hate is definitly not something you will easily get on this server, and when you do, you'll have better pets anyway.

For soloing, earth pet 51 or fire pet as both as good and will achieve the same efficiency. Air pet 53 is better than 49 fire pet, when you can burnout.

Water pet 54 outdps air pet 53 by a large marging in a group. Simply because it will hit more, his nukes deal huge damage, and backstabs are pretty much double the kicks dmg from air. Stunning doesn't work so well due to resists. Actually, pet pushing is much more effective to prevent casting, since the target will be interrupted at the end of casting. After a quick interrupt from air pet, mob will restart casting instantly, lowering the true benefits.

Leveling spots are not bad, but some are far from the best.
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Last edited by finalgrunt; 05-27-2012 at 06:15 PM..