Quote:
Originally Posted by PhelanKA
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Bullcrap.
Maybe it's different for mage pets, but I know for a fact that this is not how necro pets work. I pulled for a small group last night and kept my pet parked at camp. I had no trouble getting him to back off when I got hit. No making him sit, or any other such nonsense. He'd run out, I'd calm him, and he'd walk back to his guard spot. Easy as pie.
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its this kind of self-assured confidence that newb pet players have that causes the problems. yes, in the scenario you described it isn't a problem. obviously, in an easy camp with easy mobs in an open area it is also easy to control your pet.
you clearly don't have a grasp on how hard it is to control a pet when things aren't easy mode. when you have a tight camp, mobs aggroing pet on incoming as the puller brings them from different directions, mobs AE'ing on incoming, etc.
When every tick counts to whether a group will wipe or not it is extremely important to make sure that the pet is not attacking any mob as mobs come into the camp. this is the entire trick. how you do it is up to you, and i really don't care what solution you find. each player and camp and puller and mezzer are different, and there are lots of ways to do it successfully.
The general problem is:
1. mobs come into camp.
2. one of the mobs aggros the pet
3. the chanter attempts to lock the mobs down
4. the pet keeps waking a mob that the chanter is mezzing
5. the mob now goes for the chanter or the mob goes to the tank
6. the chanter or the tank goes down because the healer can't keep up.
7. the group wipes/mana is wasted making play choppy and slow for exp.
This is the problem. Pet control is the solution. I don't know if its just fools playing pet classes that don't understand the simplicity of this problem, or if they are just so WOW'd out that they think playing a pet class is as simply as assist and attack. Too many crap players with their pocket mages and necros running around on this server.