SK Pets

Life Tap Proc (% of proc not included)

  • Would Make Sk's better Aggro Tanks

    Votes: 0 0.0%
  • Too unbalancing.

    Votes: 0 0.0%
  • Just give the pets SOMETHING special

    Votes: 0 0.0%
  • Who cares?

    Votes: 0 0.0%

  • Total voters
    1

Mith

Dalayan Beginner
Yea, some of the options are flamish, but keep it there instead of flaming in the thread.

Wiz said he may add something else to SK pets to make them more "unique" (not a ver batim quote).

Honestly I think a Life Tap proc would be nice as it raises mob aggro (or does on live). Thus making the ShadowKnight a more useful group class.

If you have any ideas about this, or a better idea for a SK pet ability, post away!
 
There already is a skeleton that lifetaps.

A skeleton that taunted foes and gave you the aggro would make more sense
 
The last thing SKs need is more lifetap abilities. As for the pet, I would like to see a familiar-style pet that added AC and DS, as well as a hefty increase to agro (50-60%) so that we aren't on the same level as Paladins anymore.
 
Well I believe Wiz said something about not making the pets have higher hps, their meant to be weak we're hybrids. Increase in Aggro is what I was aiming at, just thought lifetap would be the best towards building it. And a taunt. And making lifetap go to our pets would esentially raise their total hp pool.
 
As I understand it, SK's are already more capable than a warrior at aggro, but a warrior is more able to take a hit. adding either to the SK's abilities would be unbalancing.
 
duv said:
As I understand it, SK's are already more capable than a warrior at aggro, but a warrior is more able to take a hit. adding either to the SK's abilities would be unbalancing.

Not to sound rude, but have you played either class to 65 and beyond? And Warriors are also getting a pretty decent improvement in their agro generation through melee hits, as well as foelock counting on spell casts.
 
Tbh something so the pet would be used would probably be handy. Rarely have I seen an sk pet. I was under the impression it's considered a waste of mana.
 
Threw some random thoughts together.

Shadow Conjuration (22)
Mana Cost: 150 Cast Time: 8 Seconds
Recast: 5 seconds
Summon Familiar
Increase AC by 18
Increase HP Regen by 1
Increase Damage Shield by 1
Increase Aggression Multiplier by 115%

Familiar: Casts Despair, all agro going to the SK


Manifest Shadow (34)
Mana Cost: 200 Cast Time: 8 Seconds
Recast: 5 seconds
Summon Familiar
Increase AC by 36
Increase HP Regen by 3
Increase Damage Shield by 3
Increase Aggression Multiplier by 120%

Familiar: Casts Scream of Hate, all agro going to the SK


Manifest Shadow (46)
Mana Cost: 250 Cast Time: 14 Seconds
Recast: 5 seconds
Summon Familiar
Increase AC by 44
Increase HP Regen by 5
Increase Damage Shield by 4
Increase Aggression Multiplier by 130%

Familiar: Casts Wave of Enfeeblement, all agro going to the SK



Call to Marlow (60)
Mana Cost: 320 Cast Time: 14 Seconds
Recast: 5 seconds
Summon Familiar
Increase AC by 50
Increase HP Regen by 5
Increase Mana Regen by 1
Increase Damage Shield by 5
Increase Aggression Multiplier by 140%

Familiar: Casts Degeneration and Word of Spirit, all agro going to the SK



Avatar of Shadows (65)
Mana Cost: 450 Cast Time: 14 Seconds
Recast: 5 seconds
Summon Familiar
Increase AC by 66
Increase HP Regen by 5
Increase Mana Regen by 2
Increase Damage Shield by 7
Increase Aggression Multiplier by 150%

Familiar: Casts Shadow Shatter and Wail of Fright, all agro going to the SK - Probably never going to happen :[
 
I think those are actually some decent ideas. However resist adjusts to the SK pet prob and 66ac for a familliar is a bit much but that's just me
 
ryutakin said:
I think those are actually some decent ideas. However resist adjusts to the SK pet prob and 66ac for a familliar is a bit much but that's just me

The 66ac would only be 22 AC, as spell AC is divided by 3.
 
Not going to lie, but if shadowknights got little zombie familiars following them around that would be hella badass.
 
Finny said:
Not going to lie, but if shadowknights got little zombie familiars following them around that would be hella badass.
Ghouls! That make that really neat "Ahhhhh ahhhhh... ahhhhh ahhhhh" song-like whispering sound. :haw:
 
Mythryn said:
Not to sound rude, but have you played either class to 65 and beyond? And Warriors are also getting a pretty decent improvement in their agro generation through melee hits, as well as foelock counting on spell casts.

Of course, no offense taken. No, I haven't. It is a bit of a general rule that I have come to understand from conversations with players from both classes who are currently beyond 150 AA's, both. I hadn't heard of any changes to the warrior, is that a recent change?
 
The changes to SK pets and Warriors are both discussed in the current thread in Balancing Discussion.
 
vistachiri said:
Tbh something so the pet would be used would probably be handy. Rarely have I seen an sk pet. I was under the impression it's considered a waste of mana.

The only times I have seen an SK pet were when we'd do that one IP dragon, lol. I got to summon it weapons... it died about 60 seconds later. :keke:


edit: Just read the BD thread about the proposed changes. They sound really great!
 
JayelleNephilim said:
The only times I have seen an SK pet were when we'd do that one IP dragon, lol. I got to summon it weapons... it died about 60 seconds later. :keke:


edit: Just read the BD thread about the proposed changes. They sound really great!

Oh yeah! I forgot about that one. Monster summon brigade ftw there.
 
JayelleNephilim said:
The only times I have seen an SK pet were when we'd do that one IP dragon, lol. I got to summon it weapons... it died about 60 seconds later. :keke:

Haha, how did it die?! Mine never did.. it doesn't riposte iirc.
Sk pets are ok for pulling certain mobs (minus the long casting time), I can't complain, but I really like Jose's ideas.
 
Yea, the few times I did use my lil shadowknight pet, if he attacked first somehow he was dead. I couldn't pull the monster off him.

Another issue, as far as I know we don't have a pet heal on shadowknights do we? I was looking through our spells and the only heal I think we have, which is for other players is Bond of Death. Bond of Death is a level 49 Necromancer spell which we get at level 60 that dots and heals a player for 150 per tick for 5 ticks. If we get better pets I hope we can get something from the necromancer line to help keep our pets alive. Something like the necromancer spell Deadly Spirit, a level 49 spell dot-heal for our pet which dots for 150 per tick and heals the pet for 150 per tick for 5 ticks. It'd be another spell slot taken, but if the lil pet adds more to shadowknights as in aggro or group utility I'm all for it. Hopefully we'd get that spell line and lesser versions so we could keep the pets alive at all levels.

If I got the spell information wrong I apologize, I've never played a necromancer and I'm trying to research in advance what would work with a pet.
 
Back
Top Bottom