#1
|
|||
|
Mage pet questions.
I've always wondered, what are each of the Mages pets good for? As far back as I can remember I've only ever seen and heard of Mages using the Fire pet for dps in groups and soloing, and the Air pet if tanking a mob was more important that killing it quickly (due to high dodge + stun proc making it actually take less damage than the Earth pet while hitting for more).
Is this even remotely accurate? Do the Water and Earth pets literally have no role? If someone could give me a rundown on when/when not to use certain pets and what they're good for I'd be greatful. Another thing is, while using the search feature to see if this had been asked before, I found a thread talking about pet aggro being complete garbage (things like the player hitting the mob once for 1 damage, then backing off and having the pet hit the mob 3 times and ostensibly taunt twice and yet STILL not pull aggro off the player). Is this still true? Thanks in advance. | ||
|
#2
|
|||||
|
Quote:
I haven't played my mage in weeks though; haven't cared to because of the pet aggro issues. :/
__________________
Quote:
Odinty Treeguard - Level 58 Druid (Level 9) Vmek Shadowsong - Level 51 Bard (Level 5) Odibin Deathbearer - Level 36 Necromancer (Level 13) | ||||
|
#3
|
|||
|
I was playing on my shaman yesterday and pet aggro seemed to be working fine. I would pull a dark blue monster with a high-level slow, which is a lot of aggro, then sic the pet on it. The monster would run to me, I would melee it to about 3/4 health while the pet also attacked it. Then I would back up and the monster would stay with my pet. Keep in mind that this is a shaman pet, which is lower level than a mage pet and doesn't have special abilities; I didn't even give it two weapons.
__________________
Member of <Divinity>
Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue Aftadai Beardhammer - 50 Dwarven Cleric | Aftae Greenbottom - 49 Halfling Druid Need a port or a rez? Hit me up on IRC! | ||
|
#4
|
|||
|
Pet aggro is not that broken. It's wonky, but is not nearly as bad as what's being described in this thread. Every time I want to engage I have to stab the mob as an Enc, and yet I have no problems with my pet not grabbing aggro, and I don't think I had this issue at lower lvl either. Would've been a bit crippling to have mobs beat on me that much for every engage, which certainly didn't happen.
My lvl 13 Necro's pet doesn't seem to have a problem either.
__________________
Maern - Enchanter
Cyic - Shaman Shigal - Crapromancer As they ground to make XP holy . . . let us twink to make it free; our EQ marches on! | ||
|
#5
|
|||
|
Earth pet is good for breaking a camp because it will last longer than any other pet. In actual classic EQ it was necessary for soloing in some places where monsters would flee and create trains (dungeons most especially), but on p1999 monsters aren't actually fleeing like they should be and thus the Earth pet's root isn't as useful.
Water pet is good for holding a high-spawn/quick-spawn camp after it is broken because it regens health faster than any other pet and thus can keep up with the spawns the best. Although, at the higher levels this will start to not hold true because chain-summoning the Fire pet will become better often times. Water pet is also nearly immune to poison, so it's good for fighting things that have a strong poison attack. Fire pet is what you want to use when soloing whenever possible because of the fatty damage shield it has. It's good for grouping in many situations too (especially at lower/mid levels) because you can still off-tank extra monsters and quickly kill them with the fire pet. Air pet is generally best for grouping at higher levels because the stun is more useful to a group than the other targeted abilities the other pets use. It's also the only targeted ability of the pets that won't break another player's root. If you are in a dungeon that has weird pathing issues, the air pet is also good because it will go invisible and not create trains (if all of the monsters can't see invis anyway).
__________________
| ||
|
#6
|
||||
|
Quote:
The water pet at 50+ has the highest possible DPS because it is a rogue with backstab, but this is situational and most tanks don't even goddamn bother positioning themselves. Especially warriors, who suck. | |||
|
#8
|
||||
|
Quote:
| |||
|
#9
|
|||||
|
Quote:
But you guys are both using higher levels so...
__________________
Quote:
Odinty Treeguard - Level 58 Druid (Level 9) Vmek Shadowsong - Level 51 Bard (Level 5) Odibin Deathbearer - Level 36 Necromancer (Level 13) | ||||
|
#10
|
|||
|
What about Pets and XP? I seem to recall something from the original EQ that pets got XP?
| ||
|
|
|