pet 'fix'

Mjay

Dalayan Beginner
:mad:

Well someone has to throw themselves in front of this trainwreck and it might as well be me.

The recent 'fix' of a bug that was causing pets to mitigate 50% of incoming damage has completely broken the ability of enchanters to solo.

Before this change, it was possible to charm a mob and send it against an identical mob. A couple of nukes or dots later the target was dead and the charmed pet was around 50%. This was caused by the limits put on player pets (fixed number of attacks).

Now a charmed pet is incapable of killing an identical mob. Enchanters don't have enough damage from nukes or dots to make up the difference. Even when slowing the target, the charmed pet dies with the target only around 50%.


Something must be done.

I propose that one of 2 possible things:

1. remove the recent fix (I know I'm kidding myself).

or

2. remove the limits placed on players pets dps (fixed attacks, weapons delay, haste).

Either one of these would let enchanters (and mages incidently) solo again.
 
I've noticed a bit of a difference in the limited amount of time I had available last night with which to play. For one, I noticed the pet doesnt tank as well as pre 2.0, before this fix I didnt notice much of a difference at all (soloing). Honestly I didnt even see much of a difference in what it could take after the 2.0 change either (allowing of course for a slight upgrade in terms of focus effects, got 1 more increment of cph etc). I really will not have any significant amount of time in the near future with which to test this however though I do have a few questions about it.

Keeping in mind the following assumptions on my part (pet dmg taken parsed and they are taking half to determine the bug was present)

1) Was this bug present before 2.0?

2) Are pet aa's through elemental mastery being taken into account for mages? A pet with LR5 for instance.

3) Is runeguard being taken into account with the numbers?

4) Was this present only on certain mobs? As it seems to me that if the main feature of 2.0 was lower amounts of people in raids, and mobs were supposed to have been toned down to compensate for this, then everyone should be around the same fighting those mobs as pre-2.0. While with the 2 types of mobs tested cyclopean elders and protectors of faekind, pet seemed very inferior to what it could accomplish both directly after changeover and pre-2.0, dying repeatedly during the protectors (63 airpet) and using far more healing than normal on cyclopean elders (63 waterpet, so factor in 25% slow. Pre-"fix" and pre-2.0 could keep firepet (w/out any slow) mostly solidly healed while doing various forms of casting dps the entire fight. After this the waterpet has hovered around 50% health at the end of the fight all the while trying to keep his hps at a constant "safe" level.)

Also aggro for pets seems waaay off now, though I dont see why it would. Casting that most certainly would not take aggro (and seeing as I've killed several hundred of them at least, i figure thats a decent amount of data) on the aforementioned elders is now grabbing it and keeping it on my mage. This is also with taunting echoes in effect, burnout blaze, relic ds, bop & sop, and miscellaneous leftover raidbuffs (talisman of the panther for one) in effect as well.
I'd test more mobs but unfortunately the next 2 weeks are 70+ hours of work.
 
I think the reason for pets after 2.0 until yesterday appearing weaker was that you didn't have any aux tank while soloing.

But yes, pets are much, much weaker now (after the bug has been discovered).
My pet got to 50% every few thralls in catacombs (relic, all aas, health6) - not tanking, but just aux tanking, sometimes not even that. He died extremely fast while trying to tank a thrall, using pet heal, mend, and shaman healing him.
I imagine mage pets shouldn't be such a huge problem, but necro pets have less hitpoints and no aas to improve their mitigation, hitpoints.

Soloing is way harder now and that you should probably at least lower the recast time on pet heals again, because as far as I can tell, mages will no longer be one of the best solo classes :(

My 2 cp.
 
no i meant they didnt appear weaker at all to me after 2.0 until last night, but yeah stands to reason I didnt have any aux tank. I prefer not to 2box, and dont think it should be a necessity, but its looking like it will be. Necro's also rely on their pet alot less from what I've seen for tanking than mages, I'd figure mages would be the bigger problem. After all mages get 1 root (that isn't very good at all) at level 61. That's it. No snare etc. While a necro can snare the mob and kite it pretty much forever, a mage needs the pet to hold it off while burning it down. The necro can also stand to get a bit of aggro on most mobs as they can heal themselves, while a mage whose pet cant keep aggro better have sow. Now I realize I could use root, backoff pet, heal pet put pet back in, root again etc. But quite frankly thats not too fun, and a pain in the ass. Honestly if I'm going to that I'd rather just never sent the pet in, root and blast soloing relying on the tboots and bandages to take me through.

Soloing is of course one of the largest reasons to choose a mage or necro, and if I've noticed problems on mages I can only imagine how beastlords are faring. If it werent for the soloing I'd have just played a wizard for the time I've played and be far better dps. I also don't see why I should be having difficulties on mobs I've farmed hard (for weeks) 75 aa's ago all of a sudden when I have much better gear than then, more companion health, and 2 relics that should affect the situation.

I wouldnt be surprised if I could solo better as a shammy at the moment from what I've seen so far.
 
The pets didn't generally get weaker since 2.0 has been implemented, since the bug appears to have always been there (until last night :().

Maybe you're right about necros, my assumption was based on people complaining how good mage pets are and why necro ones are much worse (even though the arguments you've stated balance them).

I better go to bed now, it's late and my ability to express myself clearly is damaged.
 
lol mine too, if so and pets have always been broken, then all the nerfs on them since the bug happened would pretty much be pointless after the bug that made them better than they apparently should have been was fixed. Heal nerf, apparently runeguard nerf (from what I heard, but I was away if this did happen), seems like there was a reduction in hps too, but I'm not certain.

Most of the complaints on necro ones being worse I always figured was by people who wanted mages who dotted and lifetapped instead of nuking. Which would be pretty massively unbalanced. I'd also go so far as to say that necros are far better at soloing than mages at a base level of where things were before last night, seeing as I've seen necros take mobs that would wipe the earth or airpet hands and then me down with snares, etc.

Really pets max out in their feasibly attainable effectiveness pretty early after you reach the raidgame. The extent of the upgrades available for pets are
1) Focus items, CPS & CPH (droppable easily buyable IV and V respectively, after those not a whole lot except that which drops off of raidmobs, and even then there's very few)
2) Ancient burnout blaze (as most ancient mobs are easily 1grouped I dont see many mages remaining without this long.)
3) Better pets: After the 63 pets, only upgrade is the relic pet. As relics are not exactly easy to obtain, and mages/necros are among the last classes that will get relics in most guilds due to most classes having far more beneficial relics this will be a veerrrry long time in coming for most people.
4) Pet armor? As it poofs not really worth the investment at all. I've also never seen it make a difference.
5) Bop & Sop: Useful, 2 hour recast, though I've seen very limited amounts of difference from popping these on pet anyways, the daggers are just about as good, and have no recast + no reagent needed.
6) Pet affecting aa's. These are pretty much limited as the only ones that are supposed to really have an effect are the lines of Fury of magic (pet crits procs occasionally) Unerring precision (pet hits more often) and Lightning reflexes (better avoidance for pet) once you have elemental mastery of course. These are easily maxed by 100ish aa's and as they provide quite a bit more benefit than most aa's are generally gotten pretty quick I'd think.

They also don't gain hps from buffs, which are pretty significant in terms of tanking.

Soloing really always seemed the reason to pick a mage or necro over other intcaster classes. With this in effect I really don't see how there's any reason to pick one at all. True we get summons. The most requested of which being searfire, dots, and rods. Mostly in that order. However a mage summonbot can easily do this before a group sets out, and not take up a group slot with the exception of rods. Oh we're forgetting damage sheild. Relic Ds goes around 45/hit w/out any help from the ds rings, worn effects, bardsongs etc. It also adds fire resists which are pretty nice granted...in specific situations. Now I'm mostly unfamiliar with how much damage the druid relic ds puts out. Though I do recall there isnt a huge difference. Druid ds also adds ac iirc. With this in mind I would think the extra ac owns the extra bit of fire resist in most situations. The pet procs seem to be the other benefit to being a mage.
Airpet => stun
Earthpet => root
Firepet=> DD
Waterpet=> max 25% slow

In that particular area the earthpet in groups is mostly useless from what I've seen. Sure it has more hps, but it does the worst dps, and the rootproc is a pain for anything other than soloing. I'd go so far as to say it's the pet that I see the least out of all of them. Firepet I've seen quite a bit, but being as the other pets no longer hold up very well soloing, I highly doubt the firepet who has the least hps is going to be very useful any more at all outside of groups. Airpet seems the best overall because of the free stun. Verrry handy against casting mobs, but all in all just a slight perk. While waterpet procs can just as easily be matched by a fairly easy to get clickyrobe. Lets not forget rampaging mobs either, where pets (even the relic, as tinkaa mentioned) are pretty useless, being a drain on healer mana, and not holding up very well at all in the first place, on most rampaging mobs that I've seen in grouping areas people just sit their pets back anyways. With all that said I fail to see any reason why anyone would pick a mage over any other dps or hybrid class capable of decent dps(wiz, rogue, monk, pally, sk, necro=>less pet reliant for reasons stated above, druid, shaman) for a group whatsoever. Not trying to be inflammatory or seem whiny here, but I see far more benefits for choosing any of these in a group (at an equivalent level of gear, equipment and aa's) than a mage as it stands at the moment.


Being that I wouldnt like to be relegated to having a substantial amount of my mana spent healing my pet (as if I wanted to heal + do dps I would have played a druid or shaman.) something other than just healing recast reduction seems to be warranted.
To summarize mages are for:
DPS=> at the moment other classes seem far superior in this regard
Summons=> easily accomplishable by bot.
DS=> pwned by druid ds except in very specific situations
Pet=> procs (1 annoying never used, 1 useful if you can keep it up, 1 very useful, 1 easily accomplished by clicky and worthless in groups with a slower already present, 1 relic very useful upgrade of airpet it seems), offtanking (pretty rofl as an idea now on most xp mobs), extra dps (mostly on nonrampaging mobs) provided one can keep it alive.

Did get a little off topic at some points in this, though I am just trying to point out exactly how important pets are to mages, I would point out how important they are for other classes such as beastlords, who heavily rely on their pet as well, but seeing as I've never extensively played one, I'd have little to say.

nah you express yourself just fine tink ;) and a hell of alot better alot of people I've seen post on the forums even in a tired state lol.
 
Mage relic DS is 43 with 40 fire resist, druid relic DS is 45 ds, no ac (druid self-only DS, level 65: spineskin is AC, but as mentioned, self-only).

I think mages are ok dps and utility on mobs that do not whirlwind, rampage, etc. I was happy about the aux tank implementation because mages would be a little more desirable then. But with pet dying fairly fast even on non-whirlwinding/rampaging mobs and long recast on pet heal I don't think it's worth it.

As a side note - yes, they are affected by hitpoint buffs now.

I imagine beastlord pets will also need some sort of a compromise - i see their style 7 almost useless now - if the master and pet share the damage, this style wouldn't even last long enough to be worth using it. Judging this only by my limited playing experience of a beastlord - can anyone share their opinion here?

I think it is unfair for pets to outtank rangers and beastlords with roughly the same egar level the pet owner has, but at least the pet heal recast time should be looked into.
 
my bad typo on the ds and apparently some of my info was wrong. Since when do pets get hp buff now though? Was this recent? Never noticed it and I figure that would be something pretty important to announce. So my apologies there. I'll certainly be making more use of buffbots in the near future.

Druid ds it was always my assumption that it gave ac too, otherwise why use it over the mage one? 2 points of damage extra really doesnt seem significant to me over the course of any fight. Maybe over the course of a farmed raidzone, or place where there arent many casters to speak of. But then again I think I've had druid ds maybe 2x over the course of the game. My bad then.

Outtanking rangers and beastlords at what level though, and are we talking relic pet? or 63 pets. Seeing as how neither other class gets relics, and relics have been stated before to be for players in the raidgame (hence them becoming nodrop), I certainly dont think it would be fair to compare raid rangers and beasts to a relic pet, and certainly not compared to the pet alone. After all a ranger or beastlord produces more sustained dps from meleeing than a mage would. Also the fact that mages run out of half their dps ability after a certain amount of time needs to be considered (on becoming oom). There is after all a caster attached to said pet, and overall mage dps should be considered with the tanking ability of said pet.. I'm all for a lowering of the heal recast, but then we're going to see mages becoming less dps and more a pethealer with a bit of dps attached as per before, though this time out of necessity. Also I think other factors should be considered there as well. For example, say pets do outtank rangers.

Rangers should be doing a) more damage than the pet , b) have methods of cc'ing (snare, long root) non summoning mobs far superior to mages c) are useful on rampaging mobs as they can sit back and use a bow.
d) have stances to modify their tanking and dps ability e) benefit from specializations (I am fairly certain pets do not) f) also have heals g) have methods of aggro reduction if they happen to not be maintanking and get aggro, pets do not neither do the mages attached to them (ie jolt). h) On nonsummoning mobs rangers snare, get sow, and bowkite the mob for nearly an eternity (before Game was nerfed at least, now probably more like an hour or so) if tanking it solo becomes a problem. I was also unaware of rangers ever being "tanks" per se, if pets are outtanking warriors, sk's and pallys yeah i see a problem. If unbuffed relic pets are outtanking rangers and bl pets I fail to see a large problem, one class being dps and one seemingly not having a definitive role per se and being more of a "utility" class.

Beastlords would seem to be in roughly the same boat as mages with this though probably more screwed overall..
 
After reading this thread, Snuggles and I decided to hit cyclops gorge to see what was up. We grabbed hold of a few elders and went to town on 'em. He performed pretty much exactly as he did prior to the 2.0 changes which is where I figure he is meant to be. He can just barely solo an elder. The mob dies and he is ~10% health. Relic pet, comp str 7, comp health 5, taeshlin mask regen, assorted mage buffs....same buffs I used on him pre-2.0.

I wasn't playing when pets were "broken" following the implementation of 2.0. To me, things are just like they were before in terms of soloing.
 
maybe for you relic pet ppl its fine, i dont know... but for me, lvl 62 magician, Soloing as a mage, is just not worth at all anymore... we have to heal way too much the pet, and still nuke to get taunt/root sometimes, stuff that my pet could handle with some heals, i now have to worry about it a lot.

Bottom line, not worth soloing anymore as a mage, because only good thing we got is pet, and now he cant tank properly...

Well, something has to be done, or ill definetly re roll a wizard.
 
Garluk said:
After reading this thread, Snuggles and I decided to hit cyclops gorge to see what was up.  We grabbed hold of a few elders and went to town on 'em.  He performed pretty much exactly as he did prior to the 2.0 changes which is where I figure he is meant to be.  He can just barely solo an elder.  The mob dies and he is ~10% health.  Relic pet, comp str 7, comp health 5, taeshlin mask regen, assorted mage buffs....same buffs I used on him pre-2.0.

I wasn't playing when pets were "broken" following the implementation of 2.0.  To me, things are just like they were before in terms of soloing.

so now wait, from what tinkaa said pets were always broken? or were they broken just after 2.0? Trying to get some confirmation on this. As for a pet to perform exactly the same as pre-2.0 + post 2.0 + fix..doesnt make a whole lot of sense. I've certainly noticed quite a bit of difference from before with water/air. In addition pre-2.0 I could solo protectors with around a 90% success rate provided I was careful, w/out pet dropping at all. After the 2.0 changes, I could still do it with a comparable sucess rate, even though it's not nearly worth it anymore as the top 4 spawns were taken out. Now? 3/10 attempts sucessful. 2 of those attempts til's intervening enchantment popped into effect, chealing the pet, which as far as I know has a fairly low % rate of happening, ie just luck.
 
I believe Til's has about a 25% chance of going off. Meaning it always fires off when the raid is wiping and never does when you are soloing. LOL
 
Yes, I definantly notice a huge difference. It has affected my (necro) pet so harshly that he's now no more than added DPS when soloing. I now am forced to pet kite. :(
 
Garluk said:
I believe Til's has about a 25% chance of going off.  Meaning it always fires off when the raid is wiping and never does when you are soloing.  LOL

lol that sounds about right, database said 10% but I know well enough by now that that thing is horribly wrong.
 
Well, I guess now mages and other pet classes only solo slightly better than rogues and warriors? :p

Time to go kill light blues guys.

The balance between pet classes and other classes has been a long time coming imo. One player with what is essentially 2 box character was unbalanced.

Nobody likes nerfs, but really all the changes seem to be is bringing them more in line with the soloability of other classes.

Some people complaining about soloing as a 60+ mage should try soloing as a melee post 60. When the best you can hope for against light blues is killing a few an hour, that's not really what I call great soloing ability.
 
WTF kind of crapassed logic is that?

"I cant solo so therefore NO ONE SHOULD BE ABLE TO!"

Ah, fuck that idea. :) I say we UP the melee's soloabilty instead of destroying the fun classes's soloability. :(
 
i've seen some melee's with high enough bind wounds that it only took them a few turns to get back to full health, and my pally alt easily solos whites with just having to be healed between fights. usually i have my druid sit nearby to give him a heal between fights.
 
luciferblack said:
The balance between pet classes and other classes has been a long time coming imo.

I have no problem at all with balance.

But why must we subtract more than add when it comes to balancing? That is one thing that the Game-Company did too much of.
 
SlicerSV said:
i've seen some melee's with high enough bind wounds that it only took them a few turns to get back to full health, and my pally alt easily solos whites with just having to be healed between fights. usually i have my druid sit nearby to give him a heal between fights.

Can't bind wounds in combat any more.

Pally's heal - rogues and warriors do not (nor do monks unless you count mend which has a fairly long refresh)

Having an alt nearby is not soloing...
 
Lector said:
WTF kind of crapassed logic is that?

"I cant solo so therefore NO ONE SHOULD BE ABLE TO!"

Ah, fuck that idea. :) I say we UP the melee's soloabilty instead of destroying the fun classes's soloability. :(

If you're going to use quotes, you may want to use someone's actual quote.

Here, I'll help you:

I said (and I quote) "Nobody likes nerfs, but really all the changes seem to be is bringing them more in line with the soloability of other classes."

I do agree that it would be nicer to have melee have the soloability that pet classes have, but that might mean retuning a lot more mobs. I dunno.
 
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