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  #21  
Old 06-22-2010, 10:17 AM
mgellan mgellan is offline
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Originally Posted by bionicbadger [You must be logged in to view images. Log in or Register.]
Shaman pet cant tank for shit. Its pretty much just another DoT.
/agree, my Shammy on live could never rely on a pet (up to mid-50s before I quit) and I basically treated it like a DoT, let it gnaw on the mobs ankle while I meleed, or it'd be gone pretty quick. It did enough damage to finish off mobs as they ran so I could med up for the next pop.

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  #22  
Old 06-22-2010, 10:27 AM
Landis Landis is offline
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Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
Enchanter pets are currently not dual wielding because of an exploitable mechanic involving giving them weapons I think. I bumped the original thread. Sorry don't have much details on it.
they are, it was fixed apparently
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  #23  
Old 06-23-2010, 08:41 AM
Reiker Reiker is offline
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Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
The thread says according to pet abilities so I think the list would differ somewhat depending on the situation. Necros have rogue/monk and spectre pets that are granted some awesome abilities (lifetap, backstab, flying kick etc) whereas mage pets' abilities are stun/DS/root and whatever the hell it is that water does.

In terms of flat-out DPS though it would be very hard to top a necro rogue pet with 2 FS daggers and a feared mob.

Shammy pets get to DW with weapons, but that's it really. The puppies are lower level and don't have much HP. They make decent tanks if the mob is slowed, but if you're slowing you might as well just tank it yourself
All pets are warriors until kunark. Kunark mage pets water is a rogue, air is monk, fire is wizard, and earth is still a warrior.
  #24  
Old 06-23-2010, 09:03 AM
Thac0 Thac0 is offline
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Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
Enchanter pets are currently not dual wielding because of an exploitable mechanic involving giving them weapons I think. I bumped the original thread. Sorry don't have much details on it.
Its been fixed [You must be logged in to view images. Log in or Register.]
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  #25  
Old 06-23-2010, 09:08 AM
Thac0 Thac0 is offline
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Originally Posted by pickled_heretic [You must be logged in to view images. Log in or Register.]
The fact that you can't control them makes them worse than useless in groups, but not nearly so when you're soloing.

I'm working on an enchanter alt right now and I don't have confidence in charm, so I'm busting out Jebartik whenever I am alone or in a duo situation.
In a decent group you just tell the team mates to assist the pet an root/mez adds.

Otherwise just treat the enchanter pet as a really dumb team-mate that attacks what he wants and breaks mezzes sometimes and doesn't go afk at the worst time. He does comparable damage to any mage pet its level (sans the damage shield) and adds dps about as good as a decently geared melee. Its not really that far off from a real teammate (except the going afk at the worst time part [You must be logged in to view images. Log in or Register.] )
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Brad's lying on a bunch of pillows in a back room pulling from a hookah pipe blowing out smoke rings and coming up with ideas for EQ and VG:

"Yeeahh. Dervish Camps. These Dervish people hang out in camps and then you come and kill them. For their rings. Yeah."
Last edited by Thac0; 06-23-2010 at 09:14 AM..
  #26  
Old 06-23-2010, 10:10 AM
guineapig guineapig is offline
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Originally Posted by Thac0 [You must be logged in to view images. Log in or Register.]
In a decent group you just tell the team mates to assist the pet an root/mez adds.

Otherwise just treat the enchanter pet as a really dumb team-mate that attacks what he wants and breaks mezzes sometimes and doesn't go afk at the worst time. He does comparable damage to any mage pet its level (sans the damage shield) and adds dps about as good as a decently geared melee. Its not really that far off from a real teammate (except the going afk at the worst time part [You must be logged in to view images. Log in or Register.] )
This is a really smart idea. Not exactly essential in classic with how low the hipoints of mobs are but if you are really hurting on DPS and charming is not an option, this would be a great use of the enchanter pet.
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  #27  
Old 06-23-2010, 11:11 AM
pickled_heretic pickled_heretic is offline
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Originally Posted by Thac0 [You must be logged in to view images. Log in or Register.]
In a decent group you just tell the team mates to assist the pet an root/mez adds.
Enchanter pets don't work well with mez. You can't tell them to back off. They don't stop attacking when you mez a target. Plus, I can't imagine convincing people in my group to assist my pet. I'm not saying it couldn't work but having to tell everyone to accomodate themselves to my pet seems like it's not worth the effort at all.

I'm still convinced that enchanter pets are quite solid in a solo/duo/small group situation. They're probably on par with necro pets for raw combat prowess. But the lack of being able to control them at all really ruins it for groups.
  #28  
Old 06-23-2010, 11:52 AM
fugazi fugazi is offline
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Quote:
Originally Posted by Brut [You must be logged in to view images. Log in or Register.]
To summarize SK pet... Imagine yourself at late twenties, king of the world with your fine plate set, cleaning your way through Crushbone heading to Emperor tower. You establish camp there to get a quest item from ambassador. You make a pet to see how it cracks the whip you just looted off taskmaster. The pet goes on to chase a centurion to throne room. Tons of aggro messages. Pet dies. Tons of aggro. You desperately jump out the window into the river, can't find the ladder, and die in humiliation to the greenies.

The preceeding story is a product of complete and utter imagination.
Hehe [You must be logged in to view images. Log in or Register.]

At least you can use your pet for pulling in combination with feign death. Thanks to ye old crappy pathing, there's more than one place that you can use this at to make monsters warp to you .. with some luck.
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  #29  
Old 06-23-2010, 11:58 AM
rioisk rioisk is offline
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Quote:
Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
The thread says according to pet abilities so I think the list would differ somewhat depending on the situation. Necros have rogue/monk and spectre pets that are granted some awesome abilities (lifetap, backstab, flying kick etc) whereas mage pets' abilities are stun/DS/root and whatever the hell it is that water does.

In terms of flat-out DPS though it would be very hard to top a necro rogue pet with 2 FS daggers and a feared mob.

Shammy pets get to DW with weapons, but that's it really. The puppies are lower level and don't have much HP. They make decent tanks if the mob is slowed, but if you're slowing you might as well just tank it yourself
Believe this is incorrect, mage water pet is a rogue in kunark as well and is pretty crazy DPS with BS.
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