SK Pets

Clue

Dalayan Adventurer
Since no SHD uses there pets for DPS purposes I was wondering if they could be used as SHD self/group buffs. Such as Poison/Disease resist, increased innate chance to crit lifetaps, innate chance for others in group to proc a small lifetap. It could fill a bard song slot for others in the group instead of a buff slot...
 
I like

I like that idea. It gives you a reason to keep the pet around and doesn't seem unbalancing to me.
 
This is the same problem as on EQlive. You simply have to look at all of the variables for the pets and come up with your own ideas. Many people simply assume the pets are useless.

Ok, I was going to write out a long comparison, but then again, I dont have an SK on WR that is high level. All I can say is that on live, and from what I have noticed playing a mid level SK, is that the pet is good.

He can not tank for you, he can not heal you, he doesn't hit very often, the times he does hit it is for very little, and he has lots of trouble hitting bosses.

There, did I miss anything basic? If you do the math out yourself though I think you will find that he is the best mana-damage DoT out there. Yes, Pets in the most basic sense are DoTs. As an SK, it doesn't get much better than that for efficiency in damage.

And as for their uselessness in high end boss encounters, well, I play an enchanter, tell me my little slappy sword is actually moving % ticks on their hp lol...cuz it's not :roll:
 
But the problem on SoD with the pets is, even though the SK can have top agro in a group, somehow the pet will overtake the agro and die in like 10 seconds...
 
If it was that simple, it wouldn't be a problem, but the pet doesn't even taunt. So to answer your question, I've tried /pet taunt off and it doesn't matter anyway.
 
Update, pets do taunt. Pet taunt however isn't 100%. Also, because of the low level of SK pets, taunt rarely works at all on EXP mobs for them. The only time your pet could grab agro is if he successfuly taunted the NPC you were fights 'JUST' barely before you move out of melee range. That would give him enough agro to switch fire onto your pet since you are out of melee range now. In SoD, pet will NEVER take agro from a PC, regardless of level.
 
Then why has it happened to me numerous times?

The reason I stopped using my SK pet was because it kept gaining agro over me no matter how many spells I would cast on the mob, even counting agro spells.

Pet taunting is screwed up right now.
 
Another idea could be to fix agro and give SK pets an inate HP boost perhaps. Just so they dont die in one swipe of a griffon's claw?.
 
The longest post EVVA....!!!1111one omg wtf

Pet will still taunt even though you don't see the message. You have to manually turn it off. If pet attacks first somehow, I think it has a higher chance of gaining attention and getting destroyed.

Beast Lord pet for instance can be sent in first. As long as the pet gets a couple of hits first, the Beast Lord can wander in and melee without even getting hit unless he out aggros his pet.

On other hand if Beast Lord gets attention first, he has to use /style 4 for pet to even get focused on while he is in melee range. ("Such and such retreats behind his warder.")

If you have turned /pet taunt off, then I can only suggest that you pull aggro before pet can possibly do so maybe by spell aggro. I think pet will likely die in a multi-pull because of feign death or pet attacking different mob.

millenimy said:
In SoD, pet will NEVER take agro from a PC, regardless of level.

I'm guessing Millenimy hasn't played a Beast Lord. Also, I have played Magician up to 54 and my pet has tanked for group on several occassions where the mobs has preferred MY PET over other players. The reason for this is that if pet pulls and catches aggro first, other players in melee range will be ignored unless they out aggro the pet. Even then, my pet can still catch aggro back.

My pet is not fantastic at it, but a fire pet can do a very good job. Also, root from the earth pet will mess with aggro like it does with any other tank so he isn't a great choice.

To melee as a Magician, I have to send pet in first, let him build a small bit of aggro, then I can melee with The Rod of the Aquamantic if I feel like it, which has an AoE heal proc. It combines nice with dual Swords of Runes on the pet for the Runeguard proc.

millenimy said:
Another idea could be to fix agro and give SK pets an inate HP boost perhaps. Just so they dont die in one swipe of a griffon's claw?.

I don't agree with this. The SK is the tank, not the pet. I was under the impression that Necros in general had a problem with their pet tanking in the first place, which is the reason for snare and fear or even aggro kiting. Necros can charm undead if they want a stronger pet, a.k.a. undead monk in Freeport.

I don't think there is a problem with aggro. I play two pet classes and it seems just fine to me. I can control where damage goes when I want with Beast Lord, whether to me or pet, if I take a single. Beast Lord also has a crazy pet heal.

Clue said:
Since no SHD uses there pets for DPS purposes I was wondering if they could be used as SHD self/group buffs. Such as Poison/Disease resist, increased innate chance to crit lifetaps, innate chance for others in group to proc a small lifetap. It could fill a bard song slot for others in the group instead of a buff slot...

Not sure on what to suggest on raid mob scenarios. I assume a 65 SK pet would still be useful as minor DPS on exp mobs.
 
I was under the impression that Necros in general had a problem with their pet tanking in the first place

Once a Necro has Feign Death, they should have no trouble with their pet, should a Necro get aggro, simply FD and pet gets aggro right back. The only problem I have with my Necro pet at lvl 63 is that it cannot handle the hits a mage or beastlord pet can handle, and the heals I have for it are HoT's, where mages and beasts can heal their pets directly; so sometimes I have to watch what kind of dark blues I kill. Ones with high AoE's or DD's kill my necro pet much faster than my HoT can heal it.

Vonoria Daevil...Lvl 63 Mistress of Evil
 
This doesn't make any sense at all. Besides the beastlord style that allows their pet to take agro from them within melee, can someone besides me please iterate the fact that pets 'should not' (not saying this isn't somehow currently bugged) ever take agro from a PC that is on their hate list and within melee range? I know i'm not 100% insane.
 
chelkey said:
Once a Necro has Feign Death, they should have no trouble with their pet, should a Necro get aggro, simply FD and pet gets aggro right back.

Hrm. Someone told me that the summoned pet dies once feigning. Maybe I was told wrong? It's been a while since I played Necro.

millenimy said:
This doesn't make any sense at all. Besides the beastlord style that allows their pet to take agro from them within melee, can someone besides me please iterate the fact that pets 'should not' (not saying this isn't somehow currently bugged) ever take agro from a PC that is on their hate list and within melee range? I know i'm not 100% insane.

If that was the case, then how does a pet re-pickup aggro from its master after he has launched a spell and both he and his melee pet are in melee range of the mob? I reference this to gaining aggro with nukes only.

My pet in either class can only tank if he pulls and gains 10% damage or so on mob. It's also common for a mob to default to anyone who uses taunt even if I pull and gain aggro. In general, my pet is not aggro efficient like a SK or Paladin for whatever reason. It only works if my pet can out DPS whomever is nearby and if he is the ORIGINAL puller, no exceptions.

Thread-jacking for the win.
 
um yah...i am a warrior and pets steel my agro all the time, epsecialy fire pets...i dont think this is a bugg as it has happend siinse i was lvl 1....just my 2cp
 
Probably about 5 years ago Verant decided that necros were tearing it up a little too much by sicking their pets on stuff, FDing, and walking away while the pet killed half a dozen exp mobs. You'll notice that if you /pet attack another mob while it's already engaged with one, it'll head for the second mob upon the first one's demise. Verant made it so that remaining in FD for some amount of time (I seem to recall 3 minutes) would result in your pet biting it.

I haven't played live for a couple years, but I seem to remember hearing that that either had been or would be changed, so that necros could stay FD. I don't know whether it happened, though, and I also don't know whether the rules are the same in SoD for FDing with pets. I do know, however, that it's not like an invis, where FDing is an instakill for your pet.
 
Well since this topic is about SHADOWKNIGHT PETS and not mage pets or beastlord pets or necro pets (even though they are virtually the same thing), what needs to be done is, SK pets need to have their taunt or agro lowered so that they don't out agro their master. It's kind of sad when you cast a spell that has hate increase of 200 or 400 and the mob is still taking a whack at the pet.
 
Just to make sure... you do use "/pet no taunt" right? If the problem persists after turning taunt off, that sounds like a pretty big issue. If it's just that they're taunting and you can't be bothered to turn it off... that's something else. If turning off taunt solves the problem, it sounds like the best solution would be (if possible) to have SK pet taunt off by default, or possibly to remove it altogether. If not, then I agree, a more fundamental change sounds warranted.
 
gorgetrapper said:
Well since this topic is about SHADOWKNIGHT PETS and not mage pets or beastlord pets or necro pets (even though they are virtually the same thing), what needs to be done is, SK pets need to have their taunt or agro lowered so that they don't out agro their master. It's kind of sad when you cast a spell that has hate increase of 200 or 400 and the mob is still taking a whack at the pet.

I'm sorry you have that problem Gorgetrapper. I never had that problem with my SK before I quit with him, even with /pet taunt on.

Also I believe the original post was asking to add usability to the level 65 SK pet in raid encounters since it might miss a lot. At least I assume that a 65 SK pet can hit some form of blue mob.
 
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