Problems/Suggestions Runic Elemental Fusion

Just want to point out the pet change regarding pet control while tanking was excellent. Thanks, Zaela!
 
Ok new info in for the other pets:

Fire- Approx 18k, 724dmg nuke, doesnt seem to have anything else special that I can notice

Water- Approx 20k hp, 312dmg nuke/slow, same can't tell if there's anything else special

Air- Approx 20k hp, 239dmg nuke/stun, ^^ditto^^

Not sure if there is anything else intended for them, but everything seems to be working fine zoning/resummoning them. Nice to have the upgrade to the pets.
 
After having the pets for a while I've come up with a couple of notes.

First the fire, earth and water pets are great as they are in thier given roles. But There are a couple of things with the air pet that I see as problems and reason why I find myself almost never using it.

First the stun. It's useful for some parts but a problem is that it's nuke pushes the mob and turns them, so if your in a confined area and/or fighting something that auto-ripostes/enrages this can be a major problem. I'm not sure if anything can be done about it (Client limitations/mechanics) but if it was possible to tweek that it would be nice.

Second and biggest is the dps. Going by Zaela's list air is supposed to be the best melee damage of the 4. I did some parse work and here is what I came up with:

Air melee dps: 182.67
Water melee dps: 176.38

This was with a couple hours each solo killing remnants undead camps. I picked these mobs given there difficulty and no chance of crit hits to scew data. The pets each had sprectral armor, gruplok collars and standard hp buffs, no weapons, no proc buffs, no stat buffs and I didn't use pet flurries or AA/clickie hastes (I also excluded named kills to try and keep a base line for the mobs). If air was to be the best in melee combat, what he can do as is just isn't enough (imo) to really put him there. Since water was to be one of the medium melee dpser's (going by the list) I think it would be reasonable to give the air a boost to the melee dps to help bring him more in line.

If it is possible to flat out make the pet hit harder that would be the best solution but if it's difficult to alter a pets base damage I propose an overhaste effect that procs similar to how the water pets heal works (whenever the pet nukes it also casts the heal, overhaste would work the same way).

If there are any thoughts post up and get some ideas going. If you need/want to test ideas feel free to ask me in game to try stuff out, always willing to help.
 
The spell has no knockback according to my spell editor and spell parser, and it is not doing any pushback in game for me right now in tests, either with the target attacking the pet or a 3rd party. Not sure what to tell you, there; it just doesn't have a knockback.



More is more imo, but how much more would be needed before it counts as "better"? 5% more? 10% more? How much is the water healing effect worth? I wouldn't think very much, it's only like 2% of the water pet's hp (at most) every 15 seconds.


I noticed the turns at first but didnt think much of it. I really saw the effect in Tur'Ruj against the Ju'Bor guys, was a big problem on the first big guy on the bridge but maybe it was just my client showing me it but not really doing anything but I swear my pet ate the ripostes when it happened. I havent really used him at all since then other than the tests and I really focused more on avoiding the roaming brood talons than if the mob moved.

The water pet does heal for about 2% (2 ticks for each cast) of his hp which seems reasonable to me.

It was just stated that the air pet was to be the highest melee dps by a large gap, so I personally would figure it to be at least 10-15% higher then the middle guys to make me want to use it (giving high and stable dps but still less than the fire when its nuke isnt resisted). But this is just my view, what do consider a 'reasonable' large gap?
 
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