Magician Pet Survivability - Rampage Mobs

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Milein
Posts: 143

Re: Magician Pet Survivability - Rampage Mobs

Post#11 » Sun Nov 29, 2009 7:20 am

Well people can say anything they want about me or my suggestions but i played a Mage from EQ's release in 1999 up until Secrets of Faydwer raid content 2 weeks prior to Seeds of Destruction's release. I have researched every single thing i can about my class and have a TON of personal experience. Anything different about Live and the Emu, or more specifically, this server i have researched to a T. I play this game as a Mage because i have mastered them and their tricks, i think i know what i'm talking about.

Mages do not equal Beastlords. If a beastlord looses his pet they have a million different things they can do for dps, Mages have a few nukes most of which aren't as great here as they are on Live. Beastlord pet=20% of their dps. Mage pet=75% of our dps. Mages cannot be compared to a Beastlord in any single way whatsoever.
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Xebnok
Posts: 57

Re: Magician Pet Survivability - Rampage Mobs

Post#12 » Sun Nov 29, 2009 8:41 am

Milein wrote: Mages cannot be compared to a Beastlord in any single way whatsoever.


Well, they both get pets.
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
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Milein
Posts: 143

Re: Magician Pet Survivability - Rampage Mobs

Post#13 » Sun Nov 29, 2009 8:42 am

Xebnok wrote:
Milein wrote: Mages cannot be compared to a Beastlord in any single way whatsoever.


Well, they both get pets.


-.- ily lol
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sarcon
Posts: 257

Re: Magician Pet Survivability - Rampage Mobs

Post#14 » Sun Nov 29, 2009 9:55 am

Rerfu wrote:The 300 DPS from a Pet will not trivialize anything that matters.

All it is doing is reducing the damage of a character that has spent around 175-200AA into a pet and making it worthless in a raid.



pssst later on when you have panther and shaman 2.0 clicky on a pet they pump out some major dps hehe, but personally this is a tough situation here on how to make pets more survivable for ramps and AoEs without trivializing other stuff, im not sure on the resists for pets but they are pretty low, a small boost to pet resists i say wouldnt hurt (or possibly a custom spell for nec,mag,bst to give their pet like +150 to resists or something of the sort)

*Edit*
from my understanding, rampage still isnt working as it did in live where top couple on hate list are only ones rampaged, in that case it wouldnt matter since pets wouldnt be high enough on hate
Sarcon -Evolution Officer-

Kilmer
Posts: 69

Re: Magician Pet Survivability - Rampage Mobs

Post#15 » Sun Nov 29, 2009 10:44 am

Mages cannot be compared to a Beastlord in any single way whatsoever.


You are missing his point entirely. He is not comparing the two classes, he is stating a fact: our beastlord has a pet and that pet generally stays alive the entire duration of any given raid. The mage pet you are referring to has MUCH better overall stats than the beastlord pet. If it is possible for this (weaker in terms of survivability) pet to survive PoF/Warder AE/Rampage then it is certainly possible for the mage pet to do the same.

Harney
Posts: 333

Re: Magician Pet Survivability - Rampage Mobs

Post#16 » Sun Nov 29, 2009 12:47 pm

sarcon wrote:
Rerfu wrote:The 300 DPS from a Pet will not trivialize anything that matters.

All it is doing is reducing the damage of a character that has spent around 175-200AA into a pet and making it worthless in a raid.



pssst later on when you have panther and shaman 2.0 clicky on a pet they pump out some major dps hehe, but personally this is a tough situation here on how to make pets more survivable for ramps and AoEs without trivializing other stuff, im not sure on the resists for pets but they are pretty low, a small boost to pet resists i say wouldnt hurt (or possibly a custom spell for nec,mag,bst to give their pet like +150 to resists or something of the sort)

*Edit*
from my understanding, rampage still isnt working as it did in live where top couple on hate list are only ones rampaged, in that case it wouldnt matter since pets wouldnt be high enough on hate


On live, rampage wasn't AE, it was either one, or two people, depending on the mob.

Very few mobs ( if any ) that I can recall, were ae rampage. Derakor, ToV mobs etc were all 1-2 people rampage, so you designated tanks to take it, so dps could stay alive, it's ass backwards on this server and this server basically requires that every single dps have max defensive for them to stand a chance at surviving anything tier 2 and beyond.
Harney

Kilmer
Posts: 69

Re: Magician Pet Survivability - Rampage Mobs

Post#17 » Sun Nov 29, 2009 2:20 pm

Yep. Max defensive AAs a must.

And no, this server is not ass backwards. This is not live. Welcome to Emu! :D

Xebnok
Posts: 57

Re: Magician Pet Survivability - Rampage Mobs

Post#18 » Sun Nov 29, 2009 4:55 pm

Is it possible to code a new aa or something with the ability to increase a pets resists to rampage specifically?
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

Rerfu
Posts: 366

Re: Magician Pet Survivability - Rampage Mobs

Post#19 » Sun Nov 29, 2009 6:38 pm

A Beastlord is not a Magician. Magician is a wizard with a Pet which it is balanced around. A Beastlord is melee, on this server because of panther and other factors, melee is HEAVILY favored. Stats are Capped and Past Cap by SSRA Loot, haste delay on weapons is capped with Enchanter Haste + Bard Haste + Haste Click. Panther is an automatic 400 DPS if not more, with the 50% proc rate and capped swing speed. The magician gets no benefit from any of this with their pet dead, even though they spent the time and effort to get the required AA to make the pet more survivable. Basically what is being said here is, oh just Box another cleric to heal the pet and everything is balanced.

And its not even that. A player on the server has spent 175-200 AA toward an ability (their pet) and Rampage from an encounter (NOT even TOV I'm talking about Kael), renders their pet dead and or ineffective in combat.

You're missing the point, there are no more AAs for a Magician to get to be able to starve off rampage damage like all of the melee. You keep preaching Defensive AA, Defensive AA, Defensive AAs yet the pet has them and still falls over like nothing. I fail to see how getting a spell that consumes the magician pet and adds what would be equal to even 70% of the pets DPS for raids would do anything to anyone but the magician.

ChaosSlayer
Posts: 1693

Re: Magician Pet Survivability - Rampage Mobs

Post#20 » Sun Nov 29, 2009 7:38 pm

A bit off topic maybe, but...

As I have observed on MANY custom servers, the trend to upgrade items caries FAR more benefit towards melees, than the casters, cause main line spells (until prior to high end) always never upgraded.
The original LIVE balance was that casters have high but short term dps due to high dmg of their spells (compared to how much melees could dish out at same level) versus quickly fading mana pool.

Now let see: one of the top original uber weapons for melees at lev 50 was SSOY which is 8/24 with 35 dmg proc. vs Wizard wielding 1200 dmg Ice Comet nuke.
NOW - melees START the game with 14/24 weapons at level one!
Caster spells haven't changed.
You see my point?

Even with insane size mana pool, casters DPS is long gone.
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