soothen
Dalayan Beginner
I think out of all mage pets, air, water and fire all are very popular, while I feel like earth pet gets alot of neglect and is weaker than the others..
For dmg, use fire, for general stuff use air or water depending on the situation etc.
In groups, the earth pet catches flack for doing funny things with aggro on players other than the main tank with his root because rooted mobs attack the closest pc, and solo, even though hes meant to tank well, most people feel that the air pet / water pet is a better tank due to better aggro generation, avoidance, utility and damage. (Being hit more kinda negates the extra hitpoints in most cases. It also causes him to take longer to regen to full health between kills because he has more hitpoints. The others heal faster because they have less, but they also get hit less so it was always worth the trade off for me.)
Some people suggest using the earth pet to off tank mobs, but I have found, I off tank mobs with pet mainly on bad pulls without good crowd control. Even then, I don't summon a pet for it, just use what I happen to be using at the time. (usually a better dmg dealer)
If you could make one change to the mage earth pet to bring him on par to the other pets as being more useful or having its own specific role, what would it be, and what role would it play?
You can suggest anything, but try to keep them reasonable.
ie. Here are some of mine in no order.
1. Change his root to a good snare.. (Small change but would be more group and duo friendly. Makes it safer for casters that steal agro and gives you another option for helping someone kite other than firepet.) (For balance reasons, keep it short duration so they can only keep one mob snared at a time.) You will probably still need to increase his dps to be used even with snare either with a low lvl spell or a higher attack rating.
2. Give the earth pet stun, while making the air pet slow, and give the water pet an ice nuke like live. Then the mage has pets that damage with spells in more than one element. (I would love that.) The mage needs to have a pet for fire, and one for ice that deals good dmg and it makes sense that earth hits so hard it would stun. Also, I could see wind making it more difficult to swing at someone.
(At least they all have a purpose with #2. Fighting casters or hard hitters? Use earth for hitpoints and the stun, dont have a slower? Use the new air pet for a slow. Are you fighting a mob that is fire based? Use the old water pet for good damage and decent hitpoints against fire. Adding damage in a good group with a mob that hates fire? Use fire pet for best damage.)
3. Make earth a better tank with melee stats similar to the other pets to use his current hp better in melee. If he isnt going to have a good utility spell, at least make him the best solo pet by sheer force.
4. Make him cast a damage spell like the water pet did, in disease check. (but leave it less than fire's dmg spell and with no damage shield.) This may make him useful for overall use when you don't need stun or slow but want to take some hits and deal some decent dmg.) You would still need the slow pet, the stun pet, and the fire damage pet, but if the mob is fire immune, and you have a slower, you still have a way to stack on some damage with the pet. Also Would be a good solo pet on some mobs.
5. Make no changes, but give him the ability to do a strong taunt that will allow the mage to swing at the mob some and not automatically get aggro. (Similar to the beast style but the taunt has to land every so often. This would help the mage to work on his weapon skills at all lvls which would be fun! Swinging that weapon may not help much, but with med in combat nurf, it would give us something fun to do if he would tank over us. Alot would make finding a good damge weapon fun, instead of always using a good casting one.)
I Think I like suggestion 2, 5, and 1 the best.
If you think of something else, post it! Also let me know if you like him as he is!
For dmg, use fire, for general stuff use air or water depending on the situation etc.
In groups, the earth pet catches flack for doing funny things with aggro on players other than the main tank with his root because rooted mobs attack the closest pc, and solo, even though hes meant to tank well, most people feel that the air pet / water pet is a better tank due to better aggro generation, avoidance, utility and damage. (Being hit more kinda negates the extra hitpoints in most cases. It also causes him to take longer to regen to full health between kills because he has more hitpoints. The others heal faster because they have less, but they also get hit less so it was always worth the trade off for me.)
Some people suggest using the earth pet to off tank mobs, but I have found, I off tank mobs with pet mainly on bad pulls without good crowd control. Even then, I don't summon a pet for it, just use what I happen to be using at the time. (usually a better dmg dealer)
If you could make one change to the mage earth pet to bring him on par to the other pets as being more useful or having its own specific role, what would it be, and what role would it play?
You can suggest anything, but try to keep them reasonable.
ie. Here are some of mine in no order.
1. Change his root to a good snare.. (Small change but would be more group and duo friendly. Makes it safer for casters that steal agro and gives you another option for helping someone kite other than firepet.) (For balance reasons, keep it short duration so they can only keep one mob snared at a time.) You will probably still need to increase his dps to be used even with snare either with a low lvl spell or a higher attack rating.
2. Give the earth pet stun, while making the air pet slow, and give the water pet an ice nuke like live. Then the mage has pets that damage with spells in more than one element. (I would love that.) The mage needs to have a pet for fire, and one for ice that deals good dmg and it makes sense that earth hits so hard it would stun. Also, I could see wind making it more difficult to swing at someone.
(At least they all have a purpose with #2. Fighting casters or hard hitters? Use earth for hitpoints and the stun, dont have a slower? Use the new air pet for a slow. Are you fighting a mob that is fire based? Use the old water pet for good damage and decent hitpoints against fire. Adding damage in a good group with a mob that hates fire? Use fire pet for best damage.)
3. Make earth a better tank with melee stats similar to the other pets to use his current hp better in melee. If he isnt going to have a good utility spell, at least make him the best solo pet by sheer force.
4. Make him cast a damage spell like the water pet did, in disease check. (but leave it less than fire's dmg spell and with no damage shield.) This may make him useful for overall use when you don't need stun or slow but want to take some hits and deal some decent dmg.) You would still need the slow pet, the stun pet, and the fire damage pet, but if the mob is fire immune, and you have a slower, you still have a way to stack on some damage with the pet. Also Would be a good solo pet on some mobs.
5. Make no changes, but give him the ability to do a strong taunt that will allow the mage to swing at the mob some and not automatically get aggro. (Similar to the beast style but the taunt has to land every so often. This would help the mage to work on his weapon skills at all lvls which would be fun! Swinging that weapon may not help much, but with med in combat nurf, it would give us something fun to do if he would tank over us. Alot would make finding a good damge weapon fun, instead of always using a good casting one.)
I Think I like suggestion 2, 5, and 1 the best.
If you think of something else, post it! Also let me know if you like him as he is!
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