Magician Pets

From thing to another, I would like to have pet that has SB buffs up when I remake it. In many situations grp/raid wipes or someone invis mage, it's alot more buff bot loading on grps and mana spending and waiting in raids.
 
Pretty sure rain crit rates were nerfed. Wouldn't this just undo the nerf, but only for mages?

And thats a problem how? :)


As to the SB issue... having pets keep thier SB buffs somehow would be fantastic but I fear is beyond the scoup of the games coding.

Soime thoughts on the pets...

Earth Pet.

Change Root to Snare.
Add +Aggro Proc
Add a Damage Reduction Stat (scales up in level... prehaps something similir to Fire pets DS scaleing)

Thoughts on the Enrage idea...
Add Rampage when below 30%??

Fire Pet.

Add -Aggro Proc
Increase DD spell damage
Add "Explosion" Upon the pets death...AoEs for X amount of damage.
Add bonus attack type (Flurry? Frenzy?)
 
Pets do not work this way, and such a spell would be impossible.

It's not possible to add a spell that gives +XX to each stat and resist to the appropriate levels, a proc, and an illusion? Too many slots?

I'm assuming you mean the swapping with one single spell rather than multiples.

Brilliant idea, though I'd prefer the current pets were just expanded on. I like the MS pets, but unless it were possible to have several of them up at once, I don't think you could design a series of them that could ALL be valuable. just my 2cp.

You can actually. All of the monster summons are independent from each other and from your pet. I keep 3 and 4 up as a general rule. The problem with that of course is you have to permanently eat 2 spellslots due to them not popping if you just swap in and out.
 
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what if mages had a pet-targetable only spell that caused the pet to do 1 round of whirlwind to all mobs in range? that'd be kinda fun and interesting, don't know if it's doable from a code point of view.

i'm sure there would be a way to make it somewhat situational and not completely OP (recast timer, high mana cost, whatever).
 
You can actually. All of the monster summons are independent from each other and from your pet. I keep 3 and 4 up as a general rule. The problem with that of course is you have to permanently eat 2 spellslots due to them not popping if you just swap in and out.

Now I just feel like a noob for never trying to cast more than one of them at once. Now that I think about it, though, I've definitely seen other mages do it.

that does cast the idea of new MS lines in a different light, though. maybe we could get a healer MS that we target on a MT, and it spams heals until it's healed for x amount of damage, the mage dies, or the MT dies?

or a ranged MS that drops a cryotoxin type spell on the target that's fire/cold or magic/cold or any combination of damage types until the target dies or mage dies?

there are lots and lots of possibilities, and how and when MSs were casted could revolutionize the magician's role in group settings.
 
Now I just feel like a noob for never trying to cast more than one of them at once. Now that I think about it, though, I've definitely seen other mages do it.

that does cast the idea of new MS lines in a different light, though. maybe we could get a healer MS that we target on a MT, and it spams heals until it's healed for x amount of damage, the mage dies, or the MT dies?

or a ranged MS that drops a cryotoxin type spell on the target that's fire/cold or magic/cold or any combination of damage types until the target dies or mage dies?

there are lots and lots of possibilities, and how and when MSs were casted could revolutionize the magician's role in group settings.

I think I remember mages on EQ2 getting a water pet that did nothing but heal as an AA. That would probably be stepping on Wizard toes here, though.

Of all the suggestions I've seen so far, changing the earth pet root to snare sounds like a slam dunk. I had snare on my beastlord pet on live, as an AA, and it was hardly overpowering there. It just made some places more soloable. If he still sucks, give him some more personal health regen to lessen the burden of the mage healing him between fights.

Not sure what to do about fire, though.
 
I think I remember mages on EQ2 getting a water pet that did nothing but heal as an AA. That would probably be stepping on Wizard toes here, though.

Considering the relic wizard familiar does 50 hps per cast till it goes oom isn't stepping on that many toes to be perfectly honest.
 
what all do you need for archaic mage spells? i have a bunch of stuff in bank. and cannot find anywhere the complete list of components needed and or how to combine them.
 
4 different spell fragments with MAG on them, and a box off a random IP dragon. Fragments drop in OP, IP, Rust raid trash, valorB. Fragments from Valorb/Rust need to be turned in to the vaporous projection in prison (the very 1st in OP) to get the real things.

This is true for all INTcaster archaics btw.
 
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