Magician Pet Info?

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Tedly223

Dalayan Beginner
I wanted to first say that the server is a heck of a lot of fun. It feels great to be in a game where I can count on nearly nothing being the same from the Live version of EQ. There's too many improvements and things made out to be more simple for a player than I can list, so thanks for all of the work here.

Now I have some questions about Magician Pets that I simply couldn't find information for when digging further through these forums. There doesn't seem to be a Search function so.... after 17 pages I gave up. Here they are.

1) Can Magician Pets wear armor and benefit from it as they can on the Live version of EQ? I noticed that Magicians cannot summon Phantom Armor sets in Winter's Roar to hand off to pets/characters, so I thought I'd ask. Pets in general are already tuned in strength so that they do fine without it?

2) Do Magician Pets (or Pets in general) have a fixed delay on their attacks, assuming there are no haste buffs on the pet? Pets can be given weapons - will this adjust the pet's swing delay? I already noticed that the Pet will do its default damage for its spell summon level rather than the weapon damage if the weapon is lower than what the pet would normally do.

3) Will a Magician Pet dual wield at level 24, as a normal Live version of the pet? Will this dual wield function happen whether the pet has a pair of weapons or not, and if so, at what level will the pet begin to do this?

4) Do Magican Pets gain their resistance ratings through the ratings of their Summoner? This is supposedly the case in Live EQ - I was curious if it is used in Winter's Roar. Will a pet benefit from Resistance and Stat boosting buffs if placed on them?

5) Will a Magician Pet (or Pet in general) ignore Mezzed targets as they do in the Live version of EQ? Gosh I hope so, but I had to ask.

6) Do Magician Pets (or pets in general) take Exp from an encounter? If so, what are the conditions for it?

7) Last, but not least, is the Vocerate Fire pet the same as the live EQ Vocerate? That is, it's a crappy pet that tosses out lame wizard spells rather than be an upgraded version of the 49 kick-butt standard pet? As a follow up - Will the Vocerate Water pet backstab?

Thanks for your patience and all answers that you're able to give me. I would really appreciate responses from advanced Mage players or from the Staff, rather than answers based on conjecture. I know, I know. I could always just do the testing and parse the suckers for my own answers. But if someone's already done the work, I figure I might as well ask as some of these questions are pretty key towards the Magician class strength and ability to begin with.
 
Tedly223 said:
I wanted to first say that the server is a heck of a lot of fun. It feels great to be in a game where I can count on nearly nothing being the same from the Live version of EQ. There's too many improvements and things made out to be more simple for a player than I can list, so thanks for all of the work here.

Now I have some questions about Magician Pets that I simply couldn't find information for when digging further through these forums. There doesn't seem to be a Search function so.... after 17 pages I gave up. Here they are.

1) Can Magician Pets wear armor and benefit from it as they can on the Live version of EQ? I noticed that Magicians cannot summon Phantom Armor sets in Winter's Roar to hand off to pets/characters, so I thought I'd ask. Pets in general are already tuned in strength so that they do fine without it?

2) Do Magician Pets (or Pets in general) have a fixed delay on their attacks, assuming there are no haste buffs on the pet? Pets can be given weapons - will this adjust the pet's swing delay? I already noticed that the Pet will do its default damage for its spell summon level rather than the weapon damage if the weapon is lower than what the pet would normally do.

3) Will a Magician Pet dual wield at level 24, as a normal Live version of the pet? Will this dual wield function happen whether the pet has a pair of weapons or not, and if so, at what level will the pet begin to do this?

4) Do Magican Pets gain their resistance ratings through the ratings of their Summoner? This is supposedly the case in Live EQ - I was curious if it is used in Winter's Roar. Will a pet benefit from Resistance and Stat boosting buffs if placed on them?

5) Will a Magician Pet (or Pet in general) ignore Mezzed targets as they do in the Live version of EQ? Gosh I hope so, but I had to ask.

6) Do Magician Pets (or pets in general) take Exp from an encounter? If so, what are the conditions for it?

7) Last, but not least, is the Vocerate Fire pet the same as the live EQ Vocerate? That is, it's a crappy pet that tosses out lame wizard spells rather than be an upgraded version of the 49 kick-butt standard pet? As a follow up - Will the Vocerate Water pet backstab?

Thanks for your patience and all answers that you're able to give me. I would really appreciate responses from advanced Mage players or from the Staff, rather than answers based on conjecture. I know, I know. I could always just do the testing and parse the suckers for my own answers. But if someone's already done the work, I figure I might as well ask as some of these questions are pretty key towards the Magician class strength and ability to begin with.

1) Yes and yes.

2) Fixed delay.

3) Yes. The pet has a set amount of attacks, however, so making it wield two weapons is only good for increasing its amount of procs.

4) No. Pets have their own resists. Fire pets are resistant to fire, etc.

5) Yes.

6) No.

7) No. Pets do not becomes rogues, wizards, etc. Water pet slows, fire pet does the most damage (even ds excluded), air pet stuns, earth pet roots. Fire is lowest hp, water and air identical in middle, earth highest.
 
Thank you so very much for the info! And from Wiz himself no less! You rule and I hope your patch goes well today. So far the game has been EXTREMELY stable for me. I have a fresh up-to-date install of EQ (from the Evolution CD set) patched to current from the live server, then patched with WR's patcher along with the Char creation files and the Fix-it file update.

Runs smoooooooth. I haven't had a crash to desktop yet after a few days of play.

Mages are great here. I wish the pet drew more aggro to itself but I know the value of aggro it generates is set where it is for a reason.
 
Tedly223 said:
I wish the pet drew more aggro to itself but I know the value of aggro it generates is set where it is for a reason.

Faith in design decisions? That's just crazy talk!
 
ohh, i knew i heard somewheres that the water pet did a slow. Does this raise with the level of the pet, or is it a set % slow?

Curious, Curious, Curious...
 
The slow also has a DD I believe, not quite nearly as good as the fire pet though. At least that's what someone told me in a duel.
 
Raherin said:
The slow also has a DD I believe, not quite nearly as good as the fire pet though. At least that's what someone told me in a duel.
Was the pet equiped with a proc weapon during the duel?
 
Just a dagger of ruins.


I believe it's the slow proc, and DD combined.

From what I remember, at higher levels, the water proc did 33 direct damage, and some % of slow. Whereas the fire did alot more damage, although, I'm trying to remember 95 damage...although, I could be wrong, it was a lot more than the water though.
 
I did some testing with the information. This lead to the discovery of a few things.

1) Magician Pets can dual wield at level 20 as opposed to level 24. Or at least the earth pet could. Given a sword and spear, the pet would definately do slash and pierce damage.

2) Air pets can tank but are fairly poor at doing so. Their stun will interrupt spellcasting. This was deterimined with a Kobold Shaman in the Warrens.

3) Water Pet slow has a very low percentage. I doubt Shamans, Enchanters, Bards or even Beastlords would freak out over how low it seems to be. This was only with the level 20 pet - it may get better as higher level water pets are used.

4) The Fire pet cannot tank worth a darn. When I duo'd with a Ranger however the pet did very impressive damage. From observation, I would guess that the pet alone will probably stay in the same running as a well equipped Paladin or better. The Fire DD is definately higher than what a Live EQ fire pet would use.

5) The Earth Pet will root at the start of an engagement every time. This makes him great for solo but not all that great for groups, as monsters tend not to flee when severely damaged. I understand that this is an issue of coding not being in the game for Fear for many zones, and that makes sense as hand coding all the pathing for each individual zone would suck. Still, the Earth Pet's Root could be used for Ghetto crowd control in a pinch, simply by rooting an enemy but backing the pet off so it never engages in melee. And then repeat every so often.

I have not once seen the Pet give out a "taunting attacker, master" even when I confirm that its Taunt is on by using the /pet taunt command. I question whether they actually taunt at all - they generate such little aggro. The pet can do all of the damage against a foe, and yet the Aggro generated by the damage shield (which counts as damage from me) will bounce the monster my way every so often just because I'm sitting.

This kind of sucks as my mana regen is curtailed over and over during easy encounters. I would suspect that it's not an issue when grouped as nearby players actually fighting foes draw Aggro above what is needed for me to remain seated.

Those are my observations and I suppose I have little room to complain. I can use the old pet graphics in Winter's Roar which makes me happy - I love the two fisted headless lump. I can also name my pet and that alone is worth a lot to any true pet user.
 
Water slow is fixed at 25%.

Damage shields should not generate aggro...

Pets do taunt, I just didn't see a reason to have it inform you so every 8 seconds. Keep in mind taunt doesn't actually generate aggro if the pet is already on top of the hate list.
 
Pets taunt automatically? Do you have to just tell them once? Or do you have to tell them at all? I can tell them a million times in a fight to taunt it and never seems to work. Granted my Mage is only lvl 13.

Edit: Just in case some one thinks I didn't read your last post, Wiz, I'm talking about group situations where a Wizard will get lots of aggro from casting a huge nuke or two. The pet is never able to taunt them off.
 
Kyosho said:
Pets taunt automatically? Do you have to just tell them once? Or do you have to tell them at all? I can tell them a million times in a fight to taunt it and never seems to work. Granted my Mage is only lvl 13.

Edit: Just in case some one thinks I didn't read your last post, Wiz, I'm talking about group situations where a Wizard will get lots of aggro from casting a huge nuke or two. The pet is never able to taunt them off.

Just like a warriors taunt I am sure a pets doesn't work everytime, also if the wizard stays in melee range the mob will attack him over the pet even if the pet is higher on the agro list.
 
Another year-old-thread resurrected from the grave. :p

Kyosho said:
Pets taunt automatically? Do you have to just tell them once? Or do you have to tell them at all? I can tell them a million times in a fight to taunt it and never seems to work. Granted my Mage is only lvl 13.

Pets taunt automatically but don't spam you with messages. You can turn it on and off using "/pet taunt on" and "/pet taunt off".
 
GuiardoTuneweaver said:
Another year-old-thread resurrected from the grave. :p

I swear I did not mean to bump it, and that it was on the front page. Though judging by the date, I don't see how. But I swear... Wait, maybe some one in a recent thread linked to it and I just assumed....

I really don't remember, but I know I'd never bump an old thread like that.

Anyways, I apologize.
 
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