Mage pet weapons thread

cornelweezy

Dalayan Elder
this:

Very well then. Discussion time!

Summoned weapons
*Stengths and Weaknesses of the current batch
*Improvements to whats out there (keeping level reqs and ease of obtaining in mind)
*Things you'd like to see in the future (this can bleed into ikisith spells for mages a bit)

Lets see something good.

On the current: lower the recast time on the power weapons to seconds. The reagent cost is more than enough of a penalty, especially for all us lower tier 65 mages that aren't sitting on stacks of cash and pearls, and don't have the durability of the relic pet. I can't complain about the stats however, as on more than a dozen occasions, lower tier dual wielding classes have asked me to summon them one or the other. This doesn't mean they are great pet weapons, however, especially if summoned haste rings are still broken.

I'd personally like to see a series of none/none pet weapons without a reagent cost and no recast time, that are more or less fashioned after Tarhyl's burning spear, Sihala's twined greatstaff, Shiritri's wand, and Shojar's fists (in the form of a h2h weapon or gloves).

Spear would be 2hs slanted towards DPS, maybe 60/30 with lots of stamina and dexterity and a "huge" fire DD proc.

Greatstaff would be 2hb slanted toward preservation, maybe 50/30 with lots of hp and agility and a respectable group heal proc.

Wand would be 1hb with a little manipulation, 35/35 or so with some hp and resists, and procs a magic based hp/mana nuke.

Fists/gloves would be h2h and proc a cold based dot with a ac/atk tap recourse rider.

Of course, more than anything, I'd like to see classing pets.
 
copy paste, you made a thread 2 minutes before my reply landed

Very well then. Discussion time!

Summoned weapons
*Stengths and Weaknesses of the current batch
*Improvements to whats out there (keeping level reqs and ease of obtaining in mind)
*Things you'd like to see in the future (this can bleed into ikisith spells for mages a bit)

Lets see something good.

Choices.

Well more tactical decisions. Being a mage early on has a hefty amount of that. Pet choice etc. We lose a good portion of that before we even get relic pet (see the many many arguments on this forum for why earth and to a lesser extent fire pets suck ass (63 version), for entirely different reasons). Changing pets of course now is alot worse than it used to be (buffing, buffing again, etc). But I'm completely off point.

As for the weapons, as I said. Some choices. We are left with the choices of runeguard, runeguard, and of course everyone's favorite, runeguard. This across four individual weapons. The reasons for using the two of them damm near exclusively are the hilariously long recast of blade and spear of power. There are situations where each can be used for slight benefit over the other. Though changing that decision means losing a pet and the inevitable buffing. Which I'll cover later.

Possible choices
1. Runeguard for tanking
2. DD proc weapon, various flavors, or just magic too would be okay.
3. Spellrune proc weapon
4. Some form of debuff.

Those would be fine. Now if we're talking buffing the power of bop and sop to make them decent without removing the recast...

1. Elemental ally. A weapon with this not only exists, it is specifically for pets. More than being super useful, it is fun, and cool. We need more of that.
2. Largeish DD?
(to clarify I'm talking different spells on each)

I would also suggest changing the spells as they are currently, from droppable sold variants to quested spells similar to what is already seen in staff of the magi. Something 65's should be able to get mind you (newer ones), and not raid target related.

In addition it would ben nice to find some way around the whole pet is up, if you want to change weapons time to resummon thing. Something like a command, which gives you the weapons back. There is no reason other than possible client limitations that is present for needing to rebuff a pet to make a minor change in tactical decisions.

Also I'd suggest the addition of armor in ikisith, notably a breastplate, that would proc a rune, rather than placing them on the weapons in the first place.

I'd also suggest the different weapons and armor be relegated to various stat areas. Like say

Blade A=> High in FR
Blade B=> high in pr

Both with comparable damage, delay, hp, etc. Bringing us to

Axe A=> Hits like a Truck, Maul variety. Only onehanded of course, though I'd suggest a 2h graphic for hilaritys sake. Low stats.

Hammer A=> high saves all around, weak stats. Resist weapon.
 
Apparently we have the only mained mages on the server that care hehe.


From the other thread:

Vist has alreayd covered most of it

Along the lines of Vist always wonder if it was possible for a /cm petreturn command that kicked back everything you have given the pet. (this would also help with the disasterous issue of giving your pet items you didn't want to).

This way with summons that had different effects you could kick the items off the pet and requipt them depending on what you need.

Along with summon weapons... Might we get Summon Haste bauble to work on them? Last I knew player Parse still show haste items on pets still doing nothing for pets .

Hinted on by Vist, thiers many pet only useable weapons that drop from zones that would be VERY handy, fun and useful if mages could summon. They are already no rent pet only equiptable so that work is already done.

Along with these weapons, the Armors we see dropping from these zones as well.


On a side note... Staff of Runes/Magi/Arch Magi etc. Is it possible to get these turned into 1h staffs. Couple reason behind this...

1. New players Rarly will give up a parry dagger, off hand charm, idol etc to use one of these 2h summon staffs. Leveling up my mage (untwinked) I never found a time I would use one other then when I was sitting down to med I might switch them out..."might". If they were 1hed it would be much much more beneifical and disirable to use them.

2. New players are the only ones that would even contenplate useing them. These are also the players that generaly use Torchs, lanterns etc.. tieing up thier off hand. Again making these 2 h staff kinda useful if you want to see were your going.

3. Mages do not summon any other 2h item... thiers no 2h sword summon, or axe. We have all 1h slash/perice save for these odd 2h blunts that casters are probley the only ones that would even think of useing.

Looking at Clerics with thier summon hammers as well, vs Summon item and usefulness to the class clerics will use thier summon hammers for a l ong.. long time. Mages summon staffs are basicly just about unwanted when you get them let along level later.

Adding Runeguard proc would also follow mages naming conventions on thier summon items plus give the mage a bit of pading when things go wrong. before a mage has thier root at 61... things can go wrong easyly and thiers not really mcuh a mage can do about it other then chain burning and hoping they live. A Rune proc on this weapon would give them a slight better chance of living throw it (but not much). Plus mage would have another reason to get a little closer to the fight and train up thier weapon skills.

Something like...

Staff of Runes
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 23
DMG: 5
AC: 5
EFFECT: Flowing Thought I (Worn)
+20 mana
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

Into

Staff of Runes
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 23
DMG: 5
AC: 5
EFFECT: Flowing Thought I (Worn)
Effect: Runeguard (Combat, 1.0)
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL



Staff of Symbols
[NO RENT] Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 22
DMG: 9 AC: 5
Effect: Flowing Thought II (Worn)
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

into

Staff of Symbols
[NO RENT] Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 22
DMG: 9 AC: 5
Effect: Flowing Thought II (Worn)
Effect: Runeguard (Combat, 1.0)
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL


Staff of Magi
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 19
DMG: 10 AC: 10
Effect: Flowing Thought III (Worn)
MANA: +50
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

into

Staff of Magi
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 19
DMG: 10 AC: 10
Effect: Flowing Thought III (Worn)
Effect: Runeguard (Combat, 1.0)
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
 
1HB staves would be an awesome change. I never summoned my staff for my mage simply because by the time I was able to summon the staves, the stats on the 2HB wern't nearly as good as what I had equipped already from scrapped up loot or bought (pre-twink mind you) to justify having to summon a new staff every time. Changing them to 1HB would help many newb mages, and old mages who don't have to swap out their secondary also for the FT while medding. Having a 1 for 1 swap inven swap makes people more willing to ask for mage staves.

I wouldn't mind seeing mage weapon spells that require reagents to create awesome weapons. Sort of like augmenting mastercrafted weapons with gems. With different tier spells/weapons depending on how powerful the reagent is, (I.E. lapus lazuli having a 5% slow proc, to sapphire having a 15% slow proc, to planer gems with 20-25%)

A pet weapon clear command would also be nice, if the pet item return command was too much, if even at all possible. This would destroy the pets weapons, but not kill the pet and forcing the mage to resummon him and losing whatever buffs/armor was already on him to better outfit the pet to be more variable with grouping depending on who comes and goes in the group.
 
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Apparently we have the only mained mages on the server that care hehe.

Of course the other pet classes would benefit immensely too. Frankly, I have not replied because I could'nt think of anything to add to Aisling's post. But I see that post numbers count when people try to interpret interest in a topic. So here is my contribution.

*Stengths and Weaknesses of the current batch
Honestly, they look more cool on some pets than not having weapons.

They help the pets noticeably.

The basic ones are easy to get.

*Improvements to whats out there (keeping level reqs and ease of obtaining in mind)

There needs to be a variety of some sort. Aisling probably has the best idea posted on this by having different roles in effects. Perhaps we can have a pet only weapon with very high charisma to allow pets' procs to land more frequently. Perhaps another pet weapon can have a particularly high resist. 25 all resists or 50 particular resist. Something like this should have a short reuse time but cost a reagent. Something that can be given to every pet in a raid.

A fun idea would be pet weapons with worn illusions, if that is even possible. I would love to be able to make my pet a player race. And while this is fun, it does not have balancing issues since it does not really affect the strength of the pet.

Lastly, there should be a weapon somewhere that is useful for some player to use. Surely a summoned weapon similar to mithril would be appropriate.

*Things you'd like to see in the future (this can bleed into ikisith spells for mages a bit)
I would love to see a bag of pet armor. Needs to look cooler than plain plate armor. Give it some stats and resists. It does not need to be overpowering, but worth the effort. +5 all resists per item and +5 all stats. Minor AC such as one finds on Copper or Iron armor. This has got to have a short reuse time or it will be not useful at all. And should either have no reagent or an affordable reagent. Something that is realistic to give to all pets during normal buff times (beginning of raid and following wipes).

Summoned weapon with a high level stun proc.

Summoned weapon with AE DD proc.

Summoned weapon with group Healing proc.

Summoned weapon with large Undead Bane.

Summoned weapons with specific resist debuff. For example a Fire Debuff (Fixation of Tarhyl). This would be useful for a fire pet and warder with fire proc buff.

Again, looks matter a lot. The graphics need to look different. BFH's (big hammers) are always cool. Ritual Staff of Xavara graphic is another idea. Or an effect that causes pet weapons to mirror the appearance of the owner's weapons (not at all sure if that is possible).


Anyways, just some ideas tossed out there.
 
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I love the idea of a pet clear command. Something along the lines of /cm pet clear # (the # could be indicative of which slot to clear to allow for armor slot clearing also). I think the command should just destroy whatever the pet has in those slots, not return the item to you.

Would be nice if FT staves were 1H Primary, though I don't think they need additional stats or runeguard. Right now we have them with no reagent and short recast/cooldown, and I think adding resists and/or runeguard as suggested by Kirin Folken above would neccesitate an increase in recast, and maybe a reagent.

Seems a shame that a mage can summon an item like BoP/SoP with such nice resists, yet he has no summoned item with comparable resists that is mage usable, so adding resists to Staff of the Magi might not be a bad idea, I'd just hate to see a longer recast. During the time that my group/raid is gathering and buffing, I often hand out the staves to any who ask, and adding a longer recast would seriously hinder that.

Recast/cooldown on SoP and BoP does seem a bit long considering the price of the reagent, for that price I think I should be able to cast them maybe every half hour to an hour, instead of the 2 hour recast. If the recast is too firm to be lowered, then I would support the use of a slightly cheaper reagent.
 
Pet weapon or shield that procs a pet HOT.
Gear it toward making the 63 pets more useful in combat without having to heal as much.
 
What about four weapons, each proccing the spell line that pre-relic pets have. For example, make one weapon proc a strong fire dd, one a dd/stun, one a dd/slow, and one a root/snare. The procs would hopefully scale to pet level if possible. Also add the appropriate resist to each weapon.

I know it has been brought up over and over again, but is there any way to have pets buffs be SB? Or how about a choice to unsummon ur pet before he dies, and it would save all buffs/armor until called out again?
 
kirin, your suggestion would make all but the staff of magi obsolete as they are +1 type upgrades. but i do like the idea of cheaper reagent/faster recast weapon spells for lower mages
 
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