Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 01-22-2017, 10:09 AM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,213
Default

Quote:
Originally Posted by Brontus [You must be logged in to view images. Log in or Register.]
The imposition of an experience penalty on pet classes was a very stupid and misguided decision on part of the original EQ dev team. I can't think of any good reasons why they would introduce such a silly mechanic.

If there are good reasons I'd like to hear them. Pet classes are already penalized enough with the mitigation of their core abilities to balance out the power of a pet.

In fact many times, due to bad pathing mechanics a pet will cause the owner to get needless aggro or aggro the group which results in player death and possible death to other group members.

Pets can't zone with their owners. Pets also die when their owners die unlike PC pets which do not die. Again, this is just more evidence how pet classes are unfairly penalized.

Getting the very best pet is a crap shoot. On various occasions it has taken my mage up to 15 mins of constant summoning to get the very best pet. That's valuable time I could be exping. Then I have to equip the pet with weapons and haste the pet. Oh and if your pet dies, you can kiss those weapons good bye. Yep, just another penalty.

Therefore the owner of the pet is already sufficiently and intrinsically penalized.

So what do pets do with this experience that they steal from their owners? Nothing at all.
The original EQ designers could have implemented some kind of temporary talent and ability system for pets to "level up" their skills but they did not.

A player should not be competing with his pet to see who can do the most damage. Pets stealing experience from their masters is just another bad "classic" EQ mechanic that is being reproduced here on P1999 that serves no real purpose but to irritate and frustrate players all in the name of authenticity.
But most of these are minor annoyances when compared to the power of the pets. And even if there was no pet XP penalty you'd still be re-summoning pets each mob for maximum solo XP (a focused 200 mana fire pet can solo blue mobs by itself up to 50 thanks to its DS). It makes no sense to bother with buffing, hasting and healing when you can just summon a fire pet that DSes itself, doesn't need haste (since most if it's damage is from the DS anyway) and doesn't need heals because you summon it with full HP.

Also, it's easy to lose sight of how powerful the pets are generally due to the mudflation on the server and the easy access to high ratio weapons. The damage that level 49 pets put out is absolutely crazy for the classic era, especially compared to the melee weapons of that era. Having your own tank, DPS and heals (through resummoning) makes the Mage a one-man group. There's an awful lot that the pets allow Mages to do that would make other classes green with envy. For example, it's stupidly easy to farm loads of plat with a Mage and requires zero gear to do so. And even with the supposedly awful pet XP nerf, Mages can still solo faster than almost every other class. And Summon companion is a great spell that nullifies most of the problems with pet pathing and agro if you use it well.

tl;dr Mages are great and the pet XP nerf doesn't really impact them nearly as much as you'd initially think.
  #2  
Old 01-23-2017, 06:33 PM
B4EQWASCOOL B4EQWASCOOL is offline
Fire Giant

B4EQWASCOOL's Avatar

Join Date: Apr 2015
Posts: 869
Default

Quote:
Originally Posted by Brontus [You must be logged in to view images. Log in or Register.]
The imposition of an experience penalty on pet classes was a very stupid and misguided decision on part of the original EQ dev team. I can't think of any good reasons why they would introduce such a silly mechanic.

If there are good reasons I'd like to hear them. Pet classes are already penalized enough with the mitigation of their core abilities to balance out the power of a pet.
I started a mage on Red to farm and get the plat rolling in to twink other characters.

No other class can stay as naked as a mage and do so well so effortlessly.

My mage is nearly naked, cloth armor and a red robe for the look only. She summons her own dagger, ranged item, bags ( AMAZING BY THE WAY ), food and bandages.

She destroys seafuries at level 53. I literally sat there yesterday and killed seafuries at a constant pace. And she's naked.

Literally, all you need are spells and stones to summon a pet and you're soloing efficiently - naked.

She has farmed thousands and thousands of plat for me and is NAKED lol
  #3  
Old 01-29-2017, 06:37 PM
Mygicmeen Mygicmeen is offline
Aviak


Join Date: Feb 2010
Posts: 62
Default

Quote:
Originally Posted by Brontus [You must be logged in to view images. Log in or Register.]
The imposition of an experience penalty on pet classes was a very stupid and misguided decision on part of the original EQ dev team. I can't think of any good reasons why they would introduce such a silly mechanic.

If there are good reasons I'd like to hear them. Pet classes are already penalized enough with the mitigation of their core abilities to balance out the power of a pet.

In fact many times, due to bad pathing mechanics a pet will cause the owner to get needless aggro or aggro the group which results in player death and possible death to other group members.

Pets can't zone with their owners. Pets also die when their owners die unlike PC pets which do not die. Again, this is just more evidence how pet classes are unfairly penalized.

Getting the very best pet is a crap shoot. On various occasions it has taken my mage up to 15 mins of constant summoning to get the very best pet. That's valuable time I could be exping. Then I have to equip the pet with weapons and haste the pet. Oh and if your pet dies, you can kiss those weapons good bye. Yep, just another penalty.

Therefore the owner of the pet is already sufficiently and intrinsically penalized.

So what do pets do with this experience that they steal from their owners? Nothing at all.
The original EQ designers could have implemented some kind of temporary talent and ability system for pets to "level up" their skills but they did not.

A player should not be competing with his pet to see who can do the most damage. Pets stealing experience from their masters is just another bad "classic" EQ mechanic that is being reproduced here on P1999 that serves no real purpose but to irritate and frustrate players all in the name of authenticity.
I think they did it originally to combat asshole Cheater enchanter. Unintended consequence of fucking mages... but that's really a guess
  #4  
Old 01-21-2017, 11:13 PM
Swish Swish is offline
Planar Protector

Swish's Avatar

Join Date: Nov 2010
Posts: 19,999
Default

Aim for 60% damage (count the mob's health before a nuke lands and after, and at least get 55%).

It's easier for a necro than a mage, I used to stick to the same dots on every mob, know I was doing about 55-60% so when a mob turned to flee I'd just let the dots run their course and let the pet finish it off.
__________________
  #5  
Old 01-23-2017, 06:47 PM
nectarprime nectarprime is offline
Sarnak

nectarprime's Avatar

Join Date: Feb 2012
Posts: 340
Default

I think changes like this were a (misguided) attempt in to knocking magicians/necros down a few notches, as noted by B4EQWASCOOL those classes don't have many of the same limitations that others do.
  #6  
Old 01-24-2017, 05:51 PM
bktroost bktroost is offline
Planar Protector

bktroost's Avatar

Join Date: Aug 2011
Posts: 1,211
Default

On monsters that don't summon there are only really two spells that are needed from 1-60. Pet summon (if not a DS pet them you need a DS spell too) and scar of sigil (or some such low mana mid damage nuke).

Make a pet, park it, move a bit away out of cast range, send pet, when the pet dies make a new pet and park it and move and pet attack and when the monster is in range it will grab it. If it is a smaller area or the mob is faster than run and you don't have velocity yet then you can bind at one side of your run path and gate when you get to the end of one path so the mob turns around to get hit by your pet a second time.

Bottom line, chain pets from the beginning if you want to do the solo thing.





Or just have a good experience and group.
__________________
  #7  
Old 01-24-2017, 10:26 PM
Auuken Auuken is offline
Orc

Auuken's Avatar

Join Date: May 2016
Posts: 48
Post

Quote:
Originally Posted by bktroost [You must be logged in to view images. Log in or Register.]
On monsters that don't summon there are only really two spells that are needed from 1-60. Pet summon (if not a DS pet them you need a DS spell too) and scar of sigil (or some such low mana mid damage nuke).

Make a pet, park it, move a bit away out of cast range, send pet, when the pet dies make a new pet and park it and move and pet attack and when the monster is in range it will grab it. If it is a smaller area or the mob is faster than run and you don't have velocity yet then you can bind at one side of your run path and gate when you get to the end of one path so the mob turns around to get hit by your pet a second time.

Bottom line, chain pets from the beginning if you want to do the solo thing.





Or just have a good experience and group.
That explanation was very helpful. Could you explain the basics of mage role in a group setting?
  #8  
Old 01-24-2017, 11:47 PM
Shodo Shodo is offline
Fire Giant

Shodo's Avatar

Join Date: Sep 2013
Posts: 540
Default

Quote:
Originally Posted by Auuken [You must be logged in to view images. Log in or Register.]
Could you explain the basics of mage role in a group setting?
Keep DS up on tank (and anyone else that takes damage regularly if mana permits). Wait for tank to get some aggro, then send in your pet (make sure pet taunt is turned off). If you're using a high-level water pet (53+ ?), position it for back stabs. Earth pet can be very helpful if your tank is a warrior (since it lets them make use of the root aggro mechanics), but make sure you don't send it in while the tank is still moving the mob around.

If you find yourself with plenty of extra mana then feel free to throw in nukes when you get a chance, but your damage shield is generally going to deal more damage per mana spent.
__________________
Djynni Biqasmalyani - 60 Human Wizard
Mandak Battlebeard - 60 Dwarf Paladin
Maeghar Frightreaver - 56 Erudite Cleric
Maamdak Battlebeard - 48 Dwarf Rogue
Crunkasaurus Rex - 49 Ogre Shaman
Mendak - 51 Halfling Druid (Green)

<Paradox> RIP
  #9  
Old 01-25-2017, 09:01 AM
Auuken Auuken is offline
Orc

Auuken's Avatar

Join Date: May 2016
Posts: 48
Default

Quote:
Originally Posted by Shodo [You must be logged in to view images. Log in or Register.]
Keep DS up on tank (and anyone else that takes damage regularly if mana permits). Wait for tank to get some aggro, then send in your pet (make sure pet taunt is turned off). If you're using a high-level water pet (53+ ?), position it for back stabs. Earth pet can be very helpful if your tank is a warrior (since it lets them make use of the root aggro mechanics), but make sure you don't send it in while the tank is still moving the mob around.

If you find yourself with plenty of extra mana then feel free to throw in nukes when you get a chance, but your damage shield is generally going to deal more damage per mana spent.
Is mage fire DS the strongest? More than druid or whatever
  #10  
Old 01-25-2017, 11:03 AM
bktroost bktroost is offline
Planar Protector

bktroost's Avatar

Join Date: Aug 2011
Posts: 1,211
Default

Quote:
Originally Posted by Auuken [You must be logged in to view images. Log in or Register.]
Is mage fire DS the strongest? More than druid or whatever
For a while. You got a threshold where, classically, fire pets DS went to 72pnts but Haynar unclasically changed the fire pet DS earlier in the time line so most of p99 history has been using an earth pet with a DS.

The DDD pet has a great DS for the level and is very good for off tanking. He cannot use weapons but has an AOE aggro spell which means he can off tank and be chain cast and quickly snap back the aggro. If you have root clickies it can be a great pet to grab up mobs in the side and keep them occupied.

When I was leveling in KC left I used to off tank 3 mobs with it and keep them rooted on my DDD pet. By the time the tank and dps finished their first mob the other 3 I was offtanking were down near 30% or so.

Secondly, when you hit 55 you should always know where the escape route is from your group. When things go down hill always send in a pet and run to the safe room and CoTH the cleric then run back in. Saving raids with a CoTH cleric makes you a hero.

But in most cases you water pet, turn off taunt and grab stun whips (damage mitigation) or life proc staves (extra dps) and DS. Making you a dps class.


Bottom line, don't be a wizard with a pet.
__________________
Last edited by bktroost; 01-25-2017 at 11:25 AM..
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:01 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.