SK Pets

gorgetrapper said:
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.

Just quoting myself... I don't see any pet taunt messages go off, so I'm guessing they are silent or something. But of course I have tried /pet taunt off and it still over agroes my SK while casting agro spells.... makes no sense.
 
I still dont beleive that pets can get agro. I have never witnessed that where it couldn't be explained.

Pulling(pets can grab the agro easy with a taunt from a moving PC)

Reposte(you can often see the NPC turn for a brief moment while he knocks the pet a new one)

Possitioning/root going off(tank getting hit with a minor knockback, taking a step back, etc. Also, rooting changes things up a little)

Anyways, i know it cant be argued, and only explained by a GM, admin, or Wiz, but i did test this with a chanter pet and couldn't get him to take agro away when i was in melee range(actually attacking) the mob.

Anyways, enough about that. /pet no taunt effectively drops taunt from your pets to-do list. If a pet isn't taunting, then the only agro it can get should be as follows:

Melee DMG
Spell DMG/Debuff(not really an SK pet issue)
Other DMG (bash, kick, riposte, all specials)

Also, low life agro seems to work on pets. Many a time i have seen nearby low level monsters that would not normally assist while my pet is fighting, swarm him when he gets under or around 20% health.

My suggestion would be to watch your next few fights with the pet. Stay in very close melee range and note when/why/how your pet gets agro away from you while you are within range to be hit by the NPC.
 
Pets can definitely get aggro. I've had a number of times when I wanted to get aggro off of my pet while soloing with my shaman and been unable to do so. This has more than once resulted in a dead pet. Healing, nuking, slowing, doting (all while attacking in melee range)... at times it's all to no avail. At those times there doesn't seem to be much rhyme or reason to it.

I've noticed that it doesn't seem to happen when I aggroed the mob before my pet did. For some reason that makes a huge difference. If I want a mob to stay on the pet, I sick the pet, slow, give it a moment, and then get to work.

Details aside, though, pets can most definitely gain and hold aggro with players engaged in melee combat.
 
The case with me is, I never send the pet in first, because I forget to push the button. I'm sitting there swinging with my weapon (28/29 2hpierce) and the pet would just get agro. I would cast my hate increase spell, and it would stay on the pet, even if the pet barely lose ANY health.
 
gorgetrapper said:
The case with me is, I never send the pet in first, because I forget to push the button. I'm sitting there swinging with my weapon (28/29 2hpierce) and the pet would just get agro. I would cast my hate increase spell, and it would stay on the pet, even if the pet barely lose ANY health.

I can't really explain the spell aggro dilemma, Gorgetrapper. I would suggest using Taunt, but I'm guessing that your SK is level 45 or higher since you mentioned the power of your Terror spells. I suppose now wouldn't be the the best time to practice if you haven't been using it. I would frequently use Taunt as an SK whether solo or not so maybe that's why I didn't have problems with pet dying. If you're still near 50, Taunt may help a lot. Otherwise, I'm not sure.

I'm uncertain about it, but I think the aggro system senses how much AC a certain character or pet may have and decide to target someone with lower defense early on. Shaman pets are an example of this. I will notice sometimes a shaman pet take aggro in the beginning of a fight and the mob will lock on to that specific pet despite other pets outdamaging the shaman pet. This situation involves a pet heavy group with no melee player support. It could be for some other reason. Bleh.
 
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.

There is a time limit as to how long you can stay FD before your pet poofs. As a Necro with not much tankability, I try my best to stay outta melee range. I always allow for the pet to gain hate by waiting for the mob to lose some HPs before I DoT, and usually I don't gain aggro (being outta melee range) from DoT's, only from my life taps which of course are DD's. If this happens, I quickly FD, and then get up and move back outta of melee range. Geez, thank goodness there is that time limit, what would be the point of the pet at all if you had to continously tap and take the damage?? Not to mention, taking damage while in Arch Lich form is not very fun :p I realize this thread is about SK pets, and I cannot help with that if "/Pet Taunt Off" doesn't work, but I just had to clear up that FD issue.

Vonoria Daevil....Lvl 63 Mistress of Evil
 
Hi all
OK I know I won't help much about SK pets and the problems you mentioned, except that I also noticed that my steals aggro without reason (even when he s not told to taunt) and it's too bad the command is not working in the (at least my) pet UI . But hey, the BACK button works well and if you click it enough the mob will again focus on the real tank(s). Ok I know the petmaster in your case is the tank...so it doesnt work for hybrids.

I have a simple question that could apply to both SKs and Necros : why should he disappear while caster is invis ?
I explain : first I don't see why he should disappear when player is FD (for example while AFK) but I admit it. My big problem is why should he fade when caster either invis or invis vs undead. If the pet is really undead, it should logically only disappear when caster invis , not invis vs undead, or at least the contrary, since the caster is still alive.
It's no big deal really I'm not whining, we have illusions for places like Freeport or Akheva, but when I invis and lose the pet it makes me mad cause it makes no sense...
Your thoughts are welcome, come on flame me :p
 
its not a problem with the pet taunting that grabs agro, its just a problem with the agro system altogether with pets. while fighting, i've seen a mob run up to me, then turn around to beat on the pet. i back up and the mob follow's me then turns around and beats on the pet. this happens on my mage all the time, and sometimes on my necro. also i've noticed, that if i get really far away when i snare kite, the mob will turn around and start attacking the pet, which sucks but is understandable since the mob isnt close to being able to attack me.

next, pet dissappearing when you cast invis is there because on live thats what happens, if i can remember, it wasn't something that SoD coders could fix because the problem is with the client.

next, as already stated earlier, the client patched necro's and SK's for their pets to die if the owner was FD to long, to prevent the pet from just romping through xp zones with no threat of death to the necro or sk who would then just go afk while their pet beat on a series of mobs.

taking damage with archlich is nothing, throw on Zefeer's Theft of Vitae, and your pet and yourself are good to go.
 
The snare thing has to do with a change in proximity agro while NPC are snared. I think its to prevent things like what hapen in PoV on eqlive where massive pet groups and a snarer can dominate anything. But IDK specifics.
 
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