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Author Topic: Pet Class Changes + Bonus Enchanter change!  (Read 18013 times)
Secrets
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« on: January 27, 2011, 09:01:26 am »

- Primary pet classes now get Hide Companion instead of Tiny Companion. This spell still shrinks your pet, but also gives it the ability to avoid 3 attacks completely, both spell and AOE, whatever, it avoids 3 hits then fades the effect. Shrink lasts forever. This is designed to make pet classes' pets more durable to AOE effects. The reuse time on the skill is 20 seconds.*

- Enchanters now get a percentage stonewall rune. This level 69 spell replaces their previous melee buff (Enchanter's Arm) and provides a stonewall effect for everyone in the group up to 9,000 damage. Once it hits 9,000 damage, the stonewall effect is no longer in effect. The stonewall percentage is 15%. Upgrades to this skill may come if it is popular enough. (this spell is only meant for levels 69 anyway, not t3/t4 bosses.)**

Both changes are effective next reboot.

*The reuse and description on Hide Companion will be broken sort of until you download the new spellfile (yet to be created.)
** This spell should work just fine even without the new spellfile.
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barrettd04
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« Reply #1 on: January 27, 2011, 11:02:33 am »

HHmm, interesting!  Grin
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garybusey - warrior
umadd - pally
wayfaerer - pewpew
rondonald - cleric
obzen - monk
dongus - zerker
dorfkus - pally
ultrabeard - zerker
dopesmoke - drood
djenty - chanter
Kwai
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« Reply #2 on: January 27, 2011, 11:04:25 am »

>>>(this spell is only meant for levels 69 anyway, not t3/t4 bosses.)<<<

Who plays this game at level 69?

I am not sure why the Enchanter Arm spell had to be replaced with a spell that absorbs a fraction of the damage from one single boss hit, but it appears on the surface that a useful spell is being replaced by one that won't be used.  

The good news is... I doubt you will get too many complaints since very few T2 (+) ENCs exist and the ones that do are seldom used.  Well, except for Enchanter Arm on bosses.  I thought the general goal here was to upgrade classes, not smack them around with the nerf stick?  

How about adding new spells without removing a useful one?   For instance... If you're going to nerf the chanter's spell how about adding a group version of "Feline Avatar" to the Shaman line?
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Gnaughty
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« Reply #3 on: January 27, 2011, 01:05:33 pm »

Ok first off thanks again Secrets for taking interest in our server and helping these pet classes out.  I would absolutely love to use Beastie and mage in T4 but as we all know they die so fast and their dps is so low id be dumb to log em in.  I like the changes to help them resist spells and such but is there a way to add innate ability to stay alive as well?  can their dps be looked at too?  I can give you a t4 beast parse if need be.
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Poop
Xiggie | Stone
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« Reply #4 on: January 27, 2011, 03:30:50 pm »

Changing pets so they scaled up with the pet owners stats would be friggen wonderful.
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Secrets
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« Reply #5 on: January 27, 2011, 05:36:30 pm »

I like the changes to help them resist spells and such but is there a way to add innate ability to stay alive as well?

Considering this new ability absorbs all kinds of hits... I don't know why you should be complaining about their survivability versus both melee and/or spells. Provided the pet isn't tanking, it will stay alive. That's 3 rampages/aoes it can eat, and if it's the NPC's primary target, that spell will become useless as intended (pets are not MTs, obviously.)

Changing pets so they scaled up with the pet owners stats would be friggen wonderful.

While i'd like to do this, the way the emulator is coded does not allow for NPCs to tank, or survive hits from other NPCs in general. Even if I give them a million HP they have no AAs, no buffs (most of the time) and no natural mitigation like players do (mainly cause they aren't wearing armor, thus they get no ac bonuses for wearing armor. It isn't even calculated in code.) and will likely get one/two shotted, By mitigating the attack completely, it gives them the aoe avoidance they need to do the damage they do.
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Secrets
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« Reply #6 on: January 27, 2011, 05:37:37 pm »

>>>(this spell is only meant for levels 69 anyway, not t3/t4 bosses.)<<<

Who plays this game at level 69?

I am not sure why the Enchanter Arm spell had to be replaced with a spell that absorbs a fraction of the damage from one single boss hit, but it appears on the surface that a useful spell is being replaced by one that won't be used.  

The good news is... I doubt you will get too many complaints since very few T2 (+) ENCs exist and the ones that do are seldom used.  Well, except for Enchanter Arm on bosses.  I thought the general goal here was to upgrade classes, not smack them around with the nerf stick?  

How about adding new spells without removing a useful one?   For instance... If you're going to nerf the chanter's spell how about adding a group version of "Feline Avatar" to the Shaman line?

I'll add the dps effect back to it and make a different spell. I had no idea enchanters were even using it, hence the change.
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Gnaughty
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« Reply #7 on: January 27, 2011, 05:46:33 pm »

Yeah ive been using the spell but not sure how much its helping.  Sorry if i sounded like was complaining just history has shown me that the pets die fast and dps is too low to be viable ill check em out tonight thanks again.
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Poop
Gnaughty
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« Reply #8 on: January 27, 2011, 06:00:04 pm »

Ok tried pets in a group with one healer in group, pets lived through a t4 fight omg I can play my mage again!!  Dps prolly too low ill parse em tonight.
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Poop
Xiggie | Stone
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« Reply #9 on: January 27, 2011, 06:37:34 pm »

what I meant secrets for them scaling with their casters is their max hit and such as that. But thank you for clarifying on damage mitigation.
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Dood
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« Reply #10 on: January 27, 2011, 08:51:13 pm »

My pet doesnt die in T4, ever...even if he gets punched in the face by MCP, I can still whip up a couple 50K heals as long as he isnt the only one up there.  What I would REALLY like to see is the removal of Elemental strike which during boss fights roots the target, A.) Reducing ranged damage. and B.) causes aggro to go from hate list to proximity usually resulting in the death of the monk or the new guy hehe, and the griefing of the mage. Smiley

Thank you for the changes i love to see the pet classes get some love.
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Secrets
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« Reply #11 on: January 27, 2011, 09:40:19 pm »

Ok tried pets in a group with one healer in group, pets lived through a t4 fight omg I can play my mage again!!  Dps prolly too low ill parse em tonight.

The effect isn't in yet. It's still pending reboot.
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Gnaughty
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« Reply #12 on: January 28, 2011, 12:28:22 am »

Yeah I got too happy and saw they needed healing like crazy lols ill try it again in the morning.
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Fabdibikya
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« Reply #13 on: January 28, 2011, 02:13:31 am »

Wow, nerdrage over enchanter's arm! Leet.

Also, it's not entirely true. There's at least one mained enchanter 4.0'd (Tadaaa! Me.), and another enchanter permanently in grouped post-t2 that I personally know of.

Yes, I did use that spell. It boosts a lot of the pet dps as they're mostly melee-based dps and less proc-based dps, so it was rather nice in my pet-heavy group. Having Enchanter's arm changed into a stonewall-type spell wasn't bad in my book, but yes, I would miss the extra dps.

Having two spells (or even better, both effects into one spell, since it's still a short duration boost) would be better.

Regardless of that, thank you Secrets for making Enchanters a viable class again (As soon as I get the time, I will be showing interested people exactly how badass we are... After the patch)

EDIT: GIDDY
« Last Edit: January 28, 2011, 04:38:22 am by Fabdibikya » Logged

Clevitsj, Hipster Enchantress Extraordinaire
(I WAS AN ENCHANTER BEFORE THEY WERE COOL)
Fabdibikya
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« Reply #14 on: January 28, 2011, 06:39:03 am »

Eagerly awaiting new spells file, as I'm still getting yellow icons with the current one. Says I need a target, always gives out of range when I take any other target then myself, and I resist my own spell.
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Clevitsj, Hipster Enchantress Extraordinaire
(I WAS AN ENCHANTER BEFORE THEY WERE COOL)
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