For Fun: What would you choose?

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!
 
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ie. Make it the pet to tank with solo with by giving him better stats or Make him cast a spell like the water pet did, for increased dmg, or change his root to a good snare... (That would be interesting..) etc


Somewhat offtopic but since this is about the earth pet;
I assume the earth pet root also reduces incoming aggro like normal root? True/false?

My experience with a mage is pretty limited but from the early levels/mid levels where I actually considered using a earth pet to solo, it generally went worse then it would with the air or water pet.

I think its more of a situational choice, or preference to use the earth pet. That said I really dislike root in general and would like it to be almost anything else.
 
Somewhat offtopic but since this is about the earth pet;
I assume the earth pet root also reduces incoming aggro like normal root? True/false?

Root doesn't "reduce" aggro, it just makes the mob aggro on whatever happens to be closest to it, since it's motionless and that's what he can reach.
 
Haha, i think anything but root is a good answer.

Even a high agro attack debuff like a powerful blind combined with a higher natural ac to help move it to the tanking role. But i think the stun still makes more sense for a walking rock.

Tanking like a player character would be most fun/unique though.

Is it possible for a pet's agro to be treated like a player? Or do you just have the power to have the pet tank over its owner only? I would prefer it be the former if its possible because you could have him tank in a small group with say a bard and a ranger without having to back out of melee combat all the time to let the pet take damage.
 
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Earth pet has always been crappy. Earth pet will probably always be crappy. The only reason to use it pre-61 is basically because it can root. At 61 you get your first root. Earth pet becomes mostly from what I've seen and experienced myself completely unused beyond this point. Hell when pets were still selling for 1.5-2k each at 63, earth pet was 700. Personally I only ever used water and air at that point. Some are pretty pro-fire pet, however I have always been of the general opinion that fire pet sucks as well due to lack of hps.

I would rather the other pets stay as they are.
 
I don't really like playing a mage much. Can't snare and can't root except with the earth pet.

Sure, total dps between pet and nuke is high, but if the pet dies, there's a good chance the mage will too. On my wizard, I can snare it and stay out of it's way while blasting it. On my necro, I can snare/kite it or root/dot it. Heck, even on my chanter I can root it in emergencies.

At least on live, when my mage pet died, I'd be killed while my pet summon spell kept getting interrupted.
 
I don't really like playing a mage much. Can't snare and can't root except with the earth pet.

Sure, total dps between pet and nuke is high, but if the pet dies, there's a good chance the mage will too. On my wizard, I can snare it and stay out of it's way while blasting it. On my necro, I can snare/kite it or root/dot it. Heck, even on my chanter I can root it in emergencies.

At least on live, when my mage pet died, I'd be killed while my pet summon spell kept getting interrupted.

What level are you? You do get a root at 61. Pre-61 there really isn't a ton of need for it if you're clever. For instance, lack of sow? Tboot it up son. Also look for boots of the miser (clicky spirit of the cheetah) for emergencies, a luxury I didn't have leveling up aisling, but they'd be awesome for an emergency escape plan. Prefer running a non-water pet? Get the spiderkin silk robe for a clicky slow. You are also going to want to snag the following things

1) Illusionist's dagger from PAW (chainmail illusion, targetable)
2) Lasanths robe (Alchemist's robe of creation) good for downtime like a 500ish hp heal.
 
What level are you? You do get a root at 61. Pre-61 there really isn't a ton of need for it if you're clever. For instance, lack of sow? Tboot it up son. Also look for boots of the miser (clicky spirit of the cheetah) for emergencies, a luxury I didn't have leveling up aisling, but they'd be awesome for an emergency escape plan. Prefer running a non-water pet? Get the spiderkin silk robe for a clicky slow. You are also going to want to snag the following things

1) Illusionist's dagger from PAW (chainmail illusion, targetable)
2) Lasanths robe (Alchemist's robe of creation) good for downtime like a 500ish hp heal.

My mage is 36. I haven't gotten around to getting tboots for him, and I'm too cheap to use sow pots. These are good suggestions, but I have to admit I'm a lot more comfortable with my wizard than I am with my mage, even though I had a 70 mage on live as my main.

I do have a pair of tboots on my necro though. I was going to transfer them to my mage as soon as I have run 3 on the necro.

Thanks
 
Yeah.. Those are some of the reasons I didn't start a mage here.

Everyone knows the earth pet stinks. I hope we can come up with a change that will not just make him used more, but that will add a little unique fun to the class.

Also, I dont think anyone should be happy with any class having a large part of their class being useless. The mage gets pets, summons and nukes. Thats about it! The pets are a large part of the fun of the class and they all should be fun in their own way.

I probably won't play another mage here, but I would enjoy some extra fun built in to the class because I know it will make them more fun for other people, and more fun to group with. (esp. at low lvls when these 4 pets are are large part of what keeps you alive.)
 
Yeah.. Those are some of the reasons I didn't start a mage here.

Everyone knows the earth pet stinks. I hope we can come up with a change that will not just make him used more, but that will add a little unique fun to the class.

Also, I dont think anyone should be happy with any class having a large part of their class being useless. The mage gets pets, summons and nukes. Thats about it! The pets are a large part of the fun of the class and they all should be fun in their own way.

I probably won't play another mage here, but I would enjoy some extra fun built in to the class because I know it will make them more fun for other people, and more fun to group with. (esp. at low lvls when these 4 pets are are large part of what keeps you alive.)


Use rains instead of nukes. Our dd's as a class are lackluster. More aggro, less dps, less efficiency. The only nukes you will consistently use are going to be A) Your biggest on situations where raining would be iffy (ie close to a wall with people that don't know how to pull with a mage around, or with tons of mezzed mobs sitting around a single target) B) Scars of Sigil, our quicknuke, which is awesome, and low mana, I use it for those oh it has 500 hp left and I don't want to rainbug myself and take 1500-1900 damage situations.
 
Use rains instead of nukes. Our dd's as a class are lackluster. More aggro, less dps, less efficiency. The only nukes you will consistently use are going to be A) Your biggest on situations where raining would be iffy (ie close to a wall with people that don't know how to pull with a mage around, or with tons of mezzed mobs sitting around a single target) B) Scars of Sigil, our quicknuke, which is awesome, and low mana, I use it for those oh it has 500 hp left and I don't want to rainbug myself and take 1500-1900 damage situations.

Man I just don't like rains, even on my wizard. Maybe I just don't use them right.

Most of the time I use them, I get hit too. If I don't get hit, it's because I'm too far from the mob for it to even cast. If I'm not immediately in the rain itself, I am when the mob runs to me.

I know I probably suck at it, if I don't use rains, but don't they hit the pet and other players too?
 
Man I just don't like rains, even on my wizard. Maybe I just don't use them right.

Most of the time I use them, I get hit too. If I don't get hit, it's because I'm too far from the mob for it to even cast. If I'm not immediately in the rain itself, I am when the mob runs to me.

I know I probably suck at it, if I don't use rains, but don't they hit the pet and other players too?
You have to be on at least two stacked pc's hate list for the rain not to hit you.
I use rains every day (shamen rains) and it works great.
 
You have to be on at least two stacked pc's hate list for the rain not to hit you.
I use rains every day (shamen rains) and it works great.

Ah, that explains a bit. Generally I try to single them, especially when I solo.
 
You have to be on at least two stacked pc's hate list for the rain not to hit you.
I use rains every day (shamen rains) and it works great.

This isn't exactly true, but for a rain to work properly you do need to have aggro on two targets. This is a side effect of the changes to all ae spells. The easiest way to get aggro on everything is to dart in to melee range for just a second, so long as your tank has decent aggro. Then run back out and rain away.

If you are out of the range of the rain and cast it on a single mob you will not get hit by it unless you charge in while it is still ticking.

However, there's a pretty annoying bug where if the mob dies from the initial dd portion of your rain, or if you cast a rain that lands on a mob's corpse (ie it dies before you finish casting) then the rain is retargeted onto you. You can still dodge all but the first hits of the rain if you notice it landing on you though, it works like a regular rain so if you run away you won't get hit by it any more.
 
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