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Old 10-25-2011, 10:49 AM
Daldaen Daldaen is offline
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Mages have a means of preventing a mob from attacking them, you just don't want to use it. Earth pet root.

That being said, pet aggro needs fixing also weren't pets deemed too overpowered so they removed their ability to dual wield innately at higher levels? Shouldn't that nerf get undone or has it been, my pet classes are pretty low level so I don't keep up with this.
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Old 10-25-2011, 11:32 AM
MrSparkle001 MrSparkle001 is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
That being said, pet aggro needs fixing also weren't pets deemed too overpowered so they removed their ability to dual wield innately at higher levels? Shouldn't that nerf get undone or has it been, my pet classes are pretty low level so I don't keep up with this.
When was innate dual wield removed? If it was during Velious or after, we shouldn't be affected by it right now. After all, if we can't have the Luclin era new pet XP scheme, we shouldn't have Luclin era (or later) nerfs.

I don't know if pets can't dual wield innately here as I'm not high enough yet, and I don't know when they lost the ability to.

I was in a group yesterday with another necro and a mage and the XP was lousy at times. This "classic" change will affect the desire of groups to invite pet classes. Where before it was beneficial to have a lot of pets, now you have to limit them if you don't want an XP nerf. Already have a necro or mage? No room for another. The mage who invited me last night didn't know of the XP change, so to him it was beneficial to have a lot of pets. We didn't get good XP until the rare tank came looking for group, as the higher level mobs resisted our nukes too often and we couldn't do the majority of damage.

There's a reason this XP scheme was changed you know. The old scheme (our current scheme) is lousy. Where before I was just upset that pet delay was refused, now I'm upset at this scheme. It nerfs pet class's ability to solo save enchanters, and may nerf their ability to get groups. And no, the answer is not to roll a class that can get groups. The answer is what Verant or Sony did, which is change the XP scheme.
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  #3  
Old 10-25-2011, 10:46 PM
Trystych Trystych is offline
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Quote:
I was in a group yesterday with another necro and a mage and the XP was lousy at times. This "classic" change will affect the desire of groups to invite pet classes. Where before it was beneficial to have a lot of pets, now you have to limit them if you don't want an XP nerf. Already have a necro or mage? No room for another. The mage who invited me last night didn't know of the XP change, so to him it was beneficial to have a lot of pets. We didn't get good XP until the rare tank came looking for group, as the higher level mobs resisted our nukes too often and we couldn't do the majority of damage.
I always thought on live this was a solo nerf only, if you had 2 mages grouped with similar pets doing 40% of the total damage each plus 20% in nukes, no pet would be eligible to snatch xp from a player.
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