Pet Guard Option

daeo

Dalayan Beginner
So I've asked a few competant SoD players and most are telling me that the "Guard" option in the Pet Window used to be for when Pets would guard a spot in live and attack the nearest hostile (good for protecting healers), but in SoD its broken. Is this true? I've noticed that at best this makes the pet stand still in one spot. Any light on this subject?
 
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/pet guard makes the pet guard a certain spot. it doesn't attack anything on its own until its master is threatened. this is the way it always has been. also pie is awesome - eat more pie!
 
And your pet will return to the spot he was guarding after battle, instead of returning to your side.
 
Would be a nice option to click someone and click guard on the pet box or type /pet guard #name to guard someone. Just an idea...
 
I clearly remember back in 1999/2000 during the Ruins of Kunark expansion when I would park my pet on a goblin camp in Warsliks Woods and run/gate back to town (the outpost camps near town in the same zone) and sit down and go afk...my pet would then destroy anything that moved because he would be agro to the goblins....this was a really good way to work up faction back then.

Not sure if it works here like that or not but Im guessing not
 
I clearly remember back in 1999/2000 during the Ruins of Kunark expansion when I would park my pet on a goblin camp in Warsliks Woods and run/gate back to town (the outpost camps near town in the same zone) and sit down and go afk...my pet would then destroy anything that moved because he would be agro to the goblins....this was a really good way to work up faction back then.

Not sure if it works here like that or not but Im guessing not

Yes at some point they made pets no longer KOS to NPCs. I think after Luclin came out was when they changed that.

Before that you could make a pet guard some spot and NPCs that were KOS to you would agro the pet, thus the pet would destroy everything in the area due to chain agro.
 
Maybe this might be something to bring back? Maybe not the aggro chain but say aggro in a small radius. Giving the pet a 'real' guard option. Otherwise it seems to be more of an extra sit option.
 
I started playing right when Luclin came out and I don't remember the pets not being KoS to NPCs. Of course, I could be wrong. It has been a while since I played and I am getting older. Just thought I'd put in my 2cp.
 
The air elemental pet even used to invis itself between kills. Once they changed it, the invis was just kind of annoying.

Anyway, pet guard and pet sit are slightly different in the way your pet acts after a battle is concluded. A pet guarding a spot will return there over long distances, and a pet sitting does something a bit different, like stays at the spot of the kill or resumes following you again. Which is it, you ask? I have no idea. Why would a floating shield and sword need to sit down?
 
Before pets were changed to non-KOS, they were truly a headache to deal with. Pathing was often terrible in some places - especially dungeons - so if your KOS pet somehow pathed through a wall while following you, you'd end up training yourself and your group. I don't think this is something we'd want back in the game.

Pet sit just makes the pet sit down, which may give it the sitting hp regen rate. If I remember correctly, it will sit in the same spot until you tell it to move or aggro something, in which case it will forget where it was sitting and attack, and then follow normally afterward.
 
While I would like the option to make my pet guard somebody else, I definitely do NOT want it having any sort of aggro. considering the pathing and how the pet is always to the SE of you, this would create rather large problems in confined dungeons.
 
Maybe this might be something to bring back? Maybe not the aggro chain but say aggro in a small radius. Giving the pet a 'real' guard option. Otherwise it seems to be more of an extra sit option.

Enabling AFK farming of faction is not something that will ever be brought back here. Faction is meant to be important, and not easily recovered.
 
I clearly remember back in 1999/2000 during the Ruins of Kunark expansion when I would park my pet on a goblin camp in Warsliks Woods and run/gate back to town (the outpost camps near town in the same zone) and sit down and go afk...my pet would then destroy anything that moved because he would be agro to the goblins....this was a really good way to work up faction back then.

Not sure if it works here like that or not but Im guessing not

You can still do this on live and maybe even on Shards. This is hor it works:

What you are talking about is a tecnique based on sitting. On both live and shards, if you run passed a green con that is threateningly or scowl to you (essentially KoS), they will not attack you unless you sit or hit them. On live, what you'd do is park your pet next to green cons and sit outside their aggro range. They would instead aggro your pet and upon hitting your pet, they'd die. I'm sure this would work in Shards as well except, I haven't tried it. They may just aggro pet and die like in Live, but also, they may just run straight for caster, hit him, forcing them to stand and break the cycle preventing afk farming. I haven't tried it, it may be something worth looking at.
 
I clearly remember back in 1999/2000 during the Ruins of Kunark expansion when I would park my pet on a goblin camp in Warsliks Woods and run/gate back to town (the outpost camps near town in the same zone) and sit down and go afk...my pet would then destroy anything that moved because he would be agro to the goblins....this was a really good way to work up faction back then.

Not sure if it works here like that or not but Im guessing not

on live my mage and necro friends used to do basically that. theyed park the peton a mob spawn point and sit back a bit, then afk while working.
 
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