Poke'ball i mean reclaim energy

mechkl

Dalayan Elder
Problem: Everytime a caster with a pet or class dependent on its pet dies they lose that pet. If that pet had some gear that that person worked to get it can be very discouraging.

Solution: Make the spell Reclaim energy a spell that any class with mana and a spell bar can learn. Make a secondary function of the spell the save the pets invenory when its reclaimed.

Pros:
-gives the pet classes a chance to save their pets gear during an obvious wipe or when they know they are going to die.
- Let necros change between their runic one and relic pet without losing gear.
- Lets mages change between their runic pets base elemental forms without losing its gear.
- Doesn't give pet static inventories.


Cons:
- only work at the expense of a spell slot, which is most cases means a drop in dps and utility.
- Could be used as teh first step toward a static pet inventory system. (yes this is a con to me)
- Ummm is another crazy Tierilo idea....

TL,DR: Give casters pokeballs.
 
One of the main things going through the mind of a developer when making pet items is the fact of their fragility. Although I agree with you from a standpoint of convenience and how big of a bummer it is when you lose out on pet items do you think a tradeoff for less in magnitude but more even over time power increases from items (through your pokeball idea) would be a good trade.
 
The intention of this idea was an alternative to the always have gate loaded strat there is now. and even when amazing weps short of animation weapons, pet dot get as broken as say rangers with autofire or monks with direct damage spell combos. i would say add an exception to animation items tho. i love the wep but it is.... too amazing to be permenent.
 
YES.

This would be so helpful, and I don't think it would hurt the fragility of pet items too much. (animation swords are way too good anyway)

It would have a cast time and take up a spell gem, so could be situationally awesome, especially for low level pet classes.
 
Is there any way rangers can get the ability to summon their pet to them when hitting back or follow like other pet classes get? I wouldn't mind doing a tome for this ability. Thanks.
 
What about some way to do a quest which unlocks the ability for pets to summon their own weapons? Something like, a moderate to mildly difficult quest or maybe several scaling quests that allow you to hail your pet and do a /cm command to outfit it in a certain gear set up you either purchase or specifically work towards through even more quests or faction or something.

I would like to avoid it trivializing magician silks or bst collars or anything like that, however also not "wasting" time loading in those classes to get your pet ready/ optimal for combat is desirable.

Another server I played on (Not best reference I know) allowed you to do a longish quest with many tiers of turn ins in order to your pet the ability to summon nice weapons on itself through hailing and choosing dialogue.

Maybe this could be another way to look at it.
 
I would like to avoid it trivializing magician silks or bst collars or anything like that, however also not "wasting" time loading in those classes to get your pet ready/ optimal for combat is desirable.
This is the same thing as loading a bot for raego, emp, focus, jb ect.... On shards to be optimal you have to load 100 classes

Another server I played on (Not best reference I know) allowed you to do a longish quest with many tiers of turn ins in order to your pet the ability to summon nice weapons on itself through hailing and choosing dialogue.

EZSERVER!
 
This is the same thing as loading a bot for raego, emp, focus, jb ect.... On shards to be optimal you have to load 100 classes

True, but you cant load something or really even suggest a quest that would ever ever ever be better then those buffs. Asking for a weapon set or armor set that is better then what mages can summon would make doing the murk quest for them a "well I guess I'll do it to complete my spellbook, but never really use it" type of thing.

Actually I take some of that back. Maybe 3rd, 4th, or so quest in after you've already put some work in (more then a mage or BST would for Murk spell) the hailed pet items could start getting better then them. Seems like a fair trade off.

EZSERVER!

Good ole Extended Zone Server. Making me 17 box and hate my life for about 6 months.
 
As a former pet class from Live (enchanter) We had a AA called suspend minion. which basically suspends a pet in limbo ready for use with gear and all buffs supended as well. It allowed pet classes to stay in the dps game when they made a boo boo and forgot to heal the pet or whatever. Perhaps something along that line can be applied here in SoD.

Giving them free pet weapons seems a bit extreme though and also when your pets bout to die you could just reclaim and recast. Any reclaim would need to be out of combat only one would assume if its a spell line or a refresh rate on when the next pet summons can be casted.

I lean on a suspended minion type effect rather than a, " I reclaim and dont lose my stuff , nah nah try again" effect.

Worthy topic though Tierilo, It needs discussion and/or solution. The Shards of Dalaya is best served by innovative gameplay and mechanics rather than endless content (although at some point needed). Dont shy away from introducing new ways to play the game please staff. Every class can benefit from a few changes here and there and it keeps people coming back to try it out.
 
Another very valid point to this i forgot to bring up is that when a pet class is charmed which seems to be a very common occurance in the mid to higher end raid game (and a few lower ends come to mind) they lose their pet. this seems strange sinc last time i checked rogues and rangers dont lose thier weps and healers dont lose all their mana (in most cases). but i lose my pet and everything on it? perhaps this could also be something that is auto cast by a charmed player to ease the pain that charm causes on them. I am very much in favor of the suspend thing.

I can think of a certain tur'ruj tribe that a certain mage refuses to go on because the charms and random and rapant on the fight.

figure the spell could look something like

Spell: Reclaim Energy
Classes: NEC(1) MAG(1) ENC(1) BST(1) RNG(1) SHM(1) DRU(1)
Spell Category: Pet (Misc)
Mana cost: 5 Range: 20000 Spell skill: Conjuration
Cast time: 4.9 seconds AE radius: 0 Resist type: Unresistable
Recharge time: Instant AE duration: 0 Resist adjust: 0
Duration: Instant Target type: Pet Restrictions: None
Reagents: x1 Ruby
Push back: 0
Auto Cast: Not specified
Spell Type: Beneficial

Effects (from parser):


Slot 1: Reclaim Pet
 
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I don't agree that players getting charmed is "very common" at the mid/high game, it would be nice if pet classes could suspend their minion before the few fights that might charm them though. Mages and necros still do really solid dps without their pet so it's not like bringing them to Gan or whatever is a burden.
 
I think that is the most frustrating is losing the pet to a mechanic, but I think a better idea than to be able to have a pocket pet is for the client to have them auto resummoned with weapons and buffs it previously had.
 
I very much agree with Shimone's comments above, although I would have chosen something far stronger than "frustrating".

It is 11 casts to get back a pet which is almost certainly weaker than the one you lost.

I simply decline to engage any mob that charms.

With my pet doing up to 50% of my total damage I would NOT describe my petless damage as "solid".
 
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I think my pets dps is closer to the 15-20 my total dps, but it adds a few safeguards to mobs though. Also the act of summoning a new one mid fight is near impossible nor practice if you lose it as that is at least 9 spells to get it close to where it poofed which is about 2 minutes of casting/refreshing casts assuming you have the spells on your bar
 
With my pet doing up to 50% of my total damage I would NOT describe my petless damage as "solid".

I typically see pets of the top5 mages doing ~350 dps and the mages themselves doing 900-1250 dps personally in raid and 6man encounters. And in more complex fights where everyone tends to parse lower, that ratio of petDPS:mageDPS seems to remain the same.
 
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The only really decent use for a charm mechanic I have ever seen in this game is to murder your friends and colleagues while doing djar wing, because it is hilarious. Otherwise it invariably sucks. It just happens to suck worse for mages.

Some sort of way to mitigate the problems with it would go quite a ways for making it not as awful though.
 
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