ShadowKnight Pets

Ek02

Dalayan Beginner
Some ideas of how I think a SK pet could be more useful?

1.) How about you give SK's a spell that can kill their pet off for mana, like a mod rod. Reclaim energy is ridiculous so dont even say it.

2.) A lifetap spell that requires you to have your pet summoned and will destroy your pet.

3.) Allow SK's to have a /pet shield me command, or something where the pet helps mitigate some damage vs you and takes it upon itself and while doing this, it buffs your ac or something.

4.) Just give us a better pet?

Flame away at me...
 
SK pet is super cereal.

Also, you never stated or gave reasons as to why the pet is "worthless as is."

From what I've seen, the pet does some dps, can receive buffs, and has some hp.. Thats far more than what the cleric pet has going for it, and that little hammer of doom gets used semi-frequently. In fact, I've asked a SK to bring up a pet on a fight that had an AE, before we did buffs. And it lived about 70% of the fight, and did an extra bit of dps. Thats pretty good for a tank.


I think the real issue is pet's ability to steal agro off their master ungodly easy. It's great for a necro/magi/shm/etc, but for a tank its not really what you want.
 
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man I havnt played a SK in so long but I remember the pet being weak on HP and meh on dps. Any dps is better then no dps so I summon the little bugger every time he dies.
We did have a really good thread about SK pets that has lain dorment for a while, Id suggest readin it again.
 
I alway wondered if making the Sks pet more like the mages Summon monster spell would be the way to go.

Instead of 1 Pet, the Sk would summon a swarm of 3 (a bit like the AA off necros)
Give the spell short duration ( 30 secs or so), but a decent recast time on it (making it a bit more like a quick dot).

Give these Skeletal Pets, thier own little procs dots.

Something like a 9 tick dot, with low dmg but hard to reesist. This would help give the sk more agro since even after the pets poped, the dot would still linger on.

Especialy if the dots in question carryed small debuff (-AC or something).

This would still let the Sk use the pet for pulls. The pets DPS would be small bursts as opposed to the current low out infinite Dps.


Visualy making them look like the Armored Zombies would be a cool touch ( I know thier in the general zone buffers due to necros), so they don't look like Necros AA swarm.
 
the way i see it is, SK's arent meant to be a pet heavy class. Its more of a flavor thing with some added benefits. Just to make sure you remember he's part necro after all, and still capable of conjuring minions of the dead.
 
The topic of shadowknights being underpowered has been discussed, dissected, and analyzed so many time that I'm not going to re-post or summarize what others have already said more eloquently, but simply to counter the they-don't-need-to-be-changed argument in this thread I'd like to remind that Wiz stated in a B&D thread that they were already planning on changing shadowknight pets (quote below). Sadly, from what I've heard all of the good ideas turned out to be impossible to implement and the whole thing has kind of petered out. There isn't a lot of info on the new runic Ikisith shadowknight pet in the parser, and it certainly isn't finalized regardless, so I don't see any issue with shadowknight pet brainstorming.

Shadowknights

SK pets will receive a boost in power and probably some kind of utility (not decided what exactly), but we're hoping to make them actually useful at all levels.

I will go ahead and post my shadowknight pet-specific gripes with regards to the summoned cleric animation. The cleric hammer has many advantages over the shadowknight pets in that it has a faster cast time, lower mana cost, higher level, and innate smite proc. Its detriments are that it cannot be controlled or buffed and that it has very low health. While a shadowknight pet can be controlled and buffed it is still such a low level that its dps is paltry and mobs tend to focus on it (because it is a green con) until someone else has generated a decent amount of hate (turning pet taunt off solves the aggro issues that don't stem from its level). Cleric hammer pets die a lot and so do shadowknight pets, but getting a cleric hammer back up and running is much more mana efficient and (more importantly) time efficient than recasting/hasting/buffing the sk pet. I'd rather watch paint dry than wait for Augmentation of Death to pop.

That being said, I really like the idea of sacrificing the shadowknight pet for a lifetap, or even having a kind of autocast lifetap on pet death that you can't really control. I also wouldn't mind a swarm pet (balanced for emergency crowd control, not dps). I really liked Wesell's spin on this in the B&D shadowknight thread:

I think it would be cool if SK pets were replaced with a line of swarm pet spells. It would work like this; you kill a named undead and loot some NO DROP bones or a skull. Turn this in to an SK quest NPC who returns the scroll for a spell which allows you to summon this undead named as a swarm pet. You could give different swarm pets unique abilities (one might be a wizard - another a necromancer or cleric, etc). Put all of these spells on the same 30 or 45 minute warm up and recast timers so you don’t need to balance the pets around the possible summoning of multiple swarm pets.

I think that collecting named swarm pets would in itself be fun. This spell line would also be tied to the difficulty of the content from which it was received (rather than being tied to level) so you could continue to have collectable pets available in advanced areas, like keyed dungeons and raid zones.

Regardless, I don't think any long time shadowknights are going holding their breath for any pet changes, and whatever does happen needs to be pretty nice to warrant taking up a buff slot (if it's like a familiar) and a spell gem. A line quested pet clickies could be very cool if done right. Phago in nightmare might be a good guy to throw something like that on.
 
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