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  #1  
Old 10-10-2012, 12:24 PM
Wonka11 Wonka11 is offline
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Originally Posted by BarackObooma [You must be logged in to view images. Log in or Register.]
My mage is my alt but I've played him quite a bit lately and got him to 52 using the below strategy.

#1 get jboots. Before anything else. This will save you countless deaths. Camp them, buy the MQ, whatever, do it before anything else.

The Dreadlands outside Karnors can take you from about 29 to 52 pretty fast even with no dungeon bonus. I went from 47 Saturday morning to 51 Sunday night (and yes I slept). I recommend levitating on top of KC and binding there. If you need to go afk or med, you won't come back to a dead char.

Use your fire pet. You save mana from having to DS. Do not buff him, don't summon or give swords, it's a waste of time/money/mana. Make sure you've done the torch quest.

Mem your highest nuke, a mid level nuke and your level 1 nuke.

Pull with your level 1 nuke. Send your pet after the mob, since it's a level 1 nuke it won't take much for your pet to get aggro. If the mob still comes after you, run around in a circle just out of mob's melee range. Once your pet hits hit once or twice, he'll get on him.

Let your pet do all the damage. Sit and med. Know your mob though. If you know your pet can get the mob down to where he'll start to walk away when they get low, you can sit closer. If you know he can't, sit much farther away.

For mobs that one pet won't finish off like Ravishing Drolvargs (they have twice as many hitpoints as the rest of the mobs in the zone), I'll have my pet on one end of the north or east wall and I'll run to the other end of the wall. This will give you plenty of time to recast a pet when/if he dies. Since you haven't done more than your original 5 pt level 1 DD, your 2nd pet will be able to grab the mob really quickly.

For spiders, I'll pull and once the pet is on him, I'll cast nullify magic to strip their sow & damage shield (many are druid). When you pull them they usually try dotting you with stinging swarm and the fire based dot. Since you'll be sitting most of the time, it's usually not a big deal. You can avoid spiders if you want, most people do. If you hunt in burning woods, many of the sarnaks have sow so it's good to keep a nullify/cancel magic spell up in case something goes wrong you can outrun them.

When the mob starts walking away, you can time it and reclaim your pet (preferably using your torch) when he gets as close to 0% without dying. You'll get good once you know the mobs. You can work on your 1h or 2h blunt also if you want. If it's like 2% or less, I'll usually melee it down. If it's under 10% I'll use my medium nuke. If it's about 15% I'll go ahead and use my big nuke.

Repeat as much as you want because you'll be full mana pretty much the whole time so there is never any downtime. This was the biggest shock for me since my main is a Wizard who quads a round and sits afk for 10 minutes and repeats.

I also powerlevel friends this way. Get the mob to where it walks, kill the pet and whoever does the most damage after that gets the experience. Good experience for level 20+ melee with little to no danger of dying.

If you have a burnt wood staff (mana free 333 dmg nuke), you can kill your pet as soon as the mob flees and use that once to take out the mob.

There is an old wayback machine site that's been linked before Graff? that showed how many hitpoints each mob has.
Do you just carry a crap load of reagents on you then to compensate for this?
  #2  
Old 10-11-2012, 10:12 AM
Estu Estu is offline
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Originally Posted by Wonka11 [You must be logged in to view images. Log in or Register.]
Do you just carry a crap load of reagents on you then to compensate for this?
Yeah, it's good to carry a backpack full of malachites for this. Doable since malachites are cheap.
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  #3  
Old 10-11-2012, 11:09 AM
Wonka11 Wonka11 is offline
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What would you suggest at lower levels then, 4-12, on out dpsing the Fire Pet's Damage. Right now on Whites and Blues, the Fire Pet does such strong melee damage that it is often hard to even compete with his damage. His regular melee attacks are hitting for 8-16 while my nukes only hit for 13 points of damage.

He kills things so quickly that even if I start a reclaim at 50% of the mob's health, he usually kills it outright before it finishes.
  #4  
Old 10-12-2012, 03:35 AM
isoka isoka is offline
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either duo with another lowbie to remove pet xp penalty, or if you want to solo, reclaim / pet go away him when mob is low life. This will make all previous pet dmg done poof and doing the final dmg will grant you all the xp.
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  #5  
Old 10-12-2012, 09:39 AM
Estu Estu is offline
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Originally Posted by Wonka11 [You must be logged in to view images. Log in or Register.]
What would you suggest at lower levels then, 4-12, on out dpsing the Fire Pet's Damage. Right now on Whites and Blues, the Fire Pet does such strong melee damage that it is often hard to even compete with his damage. His regular melee attacks are hitting for 8-16 while my nukes only hit for 13 points of damage.

He kills things so quickly that even if I start a reclaim at 50% of the mob's health, he usually kills it outright before it finishes.
This is easily avoided. Wait until the monster is running. Then back off your pet so it's no longer attacking. Then reclaim energy. Finally, melee or nuke the monster to kill it.
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  #6  
Old 04-25-2012, 02:41 PM
AenarieFenninRo AenarieFenninRo is offline
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the basics of the nerf are this...

If you are soloing and do less than 50% damage to the mob, then your pet gets 70% exp, and you get 30% exp

If you do more than 50% of the damage to the mob, then you get 100% exp.

If you are grouped, none of this applies.

Thus, what people do... is have pet do like 90% of the damage, then kill their own pet, thus all that damage was done by a "non-entity" and you doing the last 10% of the damage means you get 100% exp every time.

If you resummon a pet to do the last 10%, then all the previous 90% damage done by the pet will apply toward the new pet.

I have been trying to test various grouping scenarios, and I think that grouping even works when group mate is outside of zone, but its hard to tell when you're only getting slivers of exp per mob at the higher levels anyway. It would be nice if a lower level mage could test this since the exp gained is much more significant, and easier to validate.
  #7  
Old 04-26-2012, 08:24 PM
alcoma23 alcoma23 is offline
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I never played a pet class on live, but at levels 8-11 as of right now. I'm getting roughly 1% exp per kill (I'm hunting near the minotaur caves in Steamfont, if the level of the mobs matter.) I tried killing my pet once the mob started to flee and didn't notice much of a difference, but I wasn't exactly paying attention. I'll see what I can come up with now that I have a better idea of what the pet nerf is.
  #8  
Old 05-15-2012, 05:38 PM
feste feste is offline
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Holy crap only 30 percent xp? I just got back after a year and was wondering what was going on lol. So what you are saying is I have to kill 3 mobs now to equal one mob before? Was it like this on live? As a Necro I should just probably root/dot.
  #9  
Old 05-17-2012, 03:50 PM
erog84 erog84 is offline
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Quote:
Originally Posted by feste [You must be logged in to view images. Log in or Register.]
Holy crap only 30 percent xp? I just got back after a year and was wondering what was going on lol. So what you are saying is I have to kill 3 mobs now to equal one mob before? Was it like this on live? As a Necro I should just probably root/dot.
The higher you get on a necro, the easier it is to out dmg pet for extended periods of time. Lower level you end up burning alot of mana to make sure you out damage pet, or you can do like I do. This is also why you see necros at lower lvl duo'ing or grouping ALOT more than they used to (same with mages).


On my 35 necro I will darkness, fear(remember dots do full dmg when feared, but only around 66% dmg when snared coming towards you), dot it up, at 80% ill let my pet join in, then when it starts running, I call my pet off and let dots finish out. I dot it up just enough that dots will usually wear about the time it dies, or shortly before.
  #10  
Old 05-17-2012, 04:52 PM
feste feste is offline
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totally. thats what I started doing. I was practicing on hill giants and it turns out that dooming + boil blood + scourge is 100 hp over half damage. pulling the pet off at the end till the dots wear off is the key.
this link here that I found on morsakin's post shows the hp for all the mobs.http://web.archive.org/web/200211292...cticiousname9/
After some looking its not that big of a pain to out damage the pet.
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