... Seperate thread... else were but Staff posted here *shrug*
Vist has alreayd covered most of it
Along the lines of Vist always wonder if it was possible for a /cm petreturn command that kicked back everything you have given the pet. (this would also help with the disasterous issue of giving your pet items you didn't want to).
This way with summons that had different effects you could kick the items off the pet and requipt them depending on what you need.
Along with summon weapons... Might we get Summon Haste bauble to work on them? Last I knew player Parse still show haste items on pets still doing nothing for pets
.
Hinted on by Vist, thiers many pet only useable weapons that drop from zones that would be VERY handy, fun and useful if mages could summon. They are already no rent pet only equiptable so that work is already done.
Along with these weapons, the Armors we see dropping from these zones as well.
On a side note... Staff of Runes/Magi/Arch Magi etc. Is it possible to get these turned into 1h staffs. Couple reason behind this...
1. New players Rarly will give up a parry dagger, off hand charm, idol etc to use one of these 2h summon staffs. Leveling up my mage (untwinked) I never found a time I would use one other then when I was sitting down to med I might switch them out..."might". If they were 1hed it would be much much more beneifical and disirable to use them.
2. New players are the only ones that would even contenplate useing them. These are also the players that generaly use Torchs, lanterns etc.. tieing up thier off hand. Again making these 2 h staff kinda useful if you want to see were your going.
3. Mages do not summon any other 2h item... thiers no 2h sword summon, or axe. We have all 1h slash/perice save for these odd 2h blunts that casters are probley the only ones that would even think of useing.
Looking at Clerics with thier summon hammers as well, vs Summon item and usefulness to the class clerics will use thier summon hammers for a l ong.. long time. Mages summon staffs are basicly just about unwanted when you get them let along level later.
Adding Runeguard proc would also follow mages naming conventions on thier summon items plus give the mage a bit of pading when things go wrong. before a mage has thier root at 61... things can go wrong easyly and thiers not really mcuh a mage can do about it other then chain burning and hoping they live. A Rune proc on this weapon would give them a slight better chance of living throw it (but not much). Plus mage would have another reason to get a little closer to the fight and train up thier weapon skills.
Something like...
Staff of Runes
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 23
DMG: 5
AC: 5
EFFECT: Flowing Thought I (Worn)
+20 mana
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Into
Staff of Runes
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 23
DMG: 5
AC: 5
EFFECT: Flowing Thought I (Worn)
Effect: Runeguard (Combat, 1.0)
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Staff of Symbols
[NO RENT] Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 22
DMG: 9 AC: 5
Effect: Flowing Thought II (Worn)
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
into
Staff of Symbols
[NO RENT] Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 22
DMG: 9 AC: 5
Effect: Flowing Thought II (Worn)
Effect: Runeguard (Combat, 1.0)
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Staff of Magi
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 19
DMG: 10 AC: 10
Effect: Flowing Thought III (Worn)
MANA: +50
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
into
Staff of Magi
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 19
DMG: 10 AC: 10
Effect: Flowing Thought III (Worn)
Effect: Runeguard (Combat, 1.0)
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL