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#31
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which one is more effective? the verdict is out i suppose, but to get so vitriolic over theorycrafting really belies your lack of maturity. | |||
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#32
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This is called pet chaining, not pet kiting. Thank you for the write up though.
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#33
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Slave is just a troll. The big difference between 49 fire and 53 air is the DS.
If you want to argue which pet does more damage, you're right that the air pet does more damage over almost any period of time. If you want to argue which pet tanks better, you're right that air pet tanks better. But neither one of those points is what the OP is talking about. It is all about mana efficiency and DS. First, in your calculations, you ignore having to cast DS EVERY time you summon a new air pet. If you don't DS, the extra damage from the air is moot as the 40+ dmg on the firepet DS will more or less equal out the damage. So you're burning through 250 more mana per pet for slightly better tanking. If you feel its worth it to you, that's fine, but most of us don't. And the higher the DS, the better in this pet kiting/chaining/whatever strat. This is because DSs aren't attributed to the pet, but to no one. So this means you'll have to do less damage even if you don't kill off your pet for whatever reason right before the mob dies. Gives you more flexibility while still getting full xp. Really, the only problem you'll have with this strat is when you chain the pet, making sure that the pet holds the agro. Might have to run around a bit while the pet regains control. This, coupled with the general rough time of pulling in dungeons really eliminates them from contention. However, Splitpaw is decent for high 20's to mid 40s. There are a few places that are single pulls with enough room to chain a pet. It was my preferred leveling place for those levels. The only problem is that it can only sustain 1 or 2 people max. Just not enough places that are single pulls. | ||
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#34
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I think you might be missing the point. No one is saying that 49 fire pet does more dmg thru melee and proc than fire pet...in a GROUP situation, yes air pet would be a better choice than fire. However say you are lvl 53, soloing outside KC in DL. YOu summon your air pet...bam 300 manna. Then to make it do the melee dmg you are claiming you must give it two weapons to make it dual wield....BAM that's 150 manna (75 each). Then you have to give it haste, there's another 150 manna. Then you give it DS. there's 120 manna. So now you've got your pet gtg and lost 720 manna. ...Ok so time to engage! You kill your mob w/ realative ease. you pet is prob around 40-60% health (optimistic), and it also stole 50% of your exp, or some think 75%. Then you go to attack your next mob....Maybe your pet survives the whole fight, likely not tho...you nuke it down and are oom. You then sit for 5-10 mins to get manna to kill 2 mobs again.. Nowww....With your 49 fire pet, using the pet kite strat you cast your 200 manna pet and are gtg... Thanks for the effort man, but the stuff your talking about literally has zero relevance for the guide..The enthusiasm is appreciated tho. What i am talking about is ususing DS to kill the mobs, the pet's actual dmg can go suck a D....47dmg on every hit is baller, and if you really underestimate your DS that much than i'd hate to be a tank in your group...or be exping as slow as you. EDIT: As for your comments about water pet..the lvl 54 way out DPS's the 53 air pet.. My water pet does 58 dmg max reg melee,quads. It BS's for 174 almost every time. It procs a 112 dmg nuke a lot. If you are that lazy or just that terrible at mage class to not set your pet up and do /pet guard at a spot where it will generally be at the back of a mob, then maybe mage class is not for u. Also this is a crazy thought, but communication is very helpful. SImply tell your tank to work on positioning so pets are to the back. I always ask my tanks to help out. It's a really scary thought that u get to the lvl where your water pet can BS and you let it not 90% of the time. | |||
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Last edited by Naerron; 11-09-2011 at 10:41 PM..
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#35
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Kiting is a general term used to describe keeping the mob at a distance from u while u kill it. That doesn't mean pet tanking and nuking is kiting. It's like a theoretical "ideal type" for all those max weber fans out there. But this is so fucking off topic it's not funny.. | |||
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#36
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Did you forget that DS damage isnt attributed to your pet so it's easier to out-damage if the need rises on a hairy pull? Did you think about the mana you'll save not having to recast your lower dmg DS on your airpet? Therefore giving you the mana over a longer timeframe to chain cast more fire pets. Have you considered the OPs viewpoint at least once yet? (no) because he is talking about chaining pets. In general, sure, you're probably right (/backpat), but sorry this wasn't a general post. It's okay to be wrong and learn something sometimes. | |||
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#37
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just dredged this up in the forums thanks naerron (if u still play / check here) been wanting to play mage but wasnt sure if there was a reliable way to get around the exp issues and lvl reliably without PL. Thanks will b makin myself a mage tonight ^^
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#38
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Mages are in a bad spot currently. I wouldn't roll one to be honest.
They were great before kunark but there are too many bugs currently that aren't being addressed by the dev team for way too long now. Aggro with pets is broken as fuck, not even remotely close to the way it was on live, don't expect to chain pets to 50 like you could before. Bolts are broken. If you cast another spell while the bolt is en route it will disappear, wasted mana. (Sometimes just doesn't land for no reason, too!) etc. etc. | ||
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#39
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#40
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That's a good basis, but there is also lots of wrong stuff.
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Mage weakness is they don't heal, have poor mana regen, no CC, and of course do not tank. To remain effective, you can't have mobs hit you. Yet with chain pet it often happens. I would say up to level 51 you can easily manage. After this is another story. Mage soloing pretty much stops being effective 51+, and duo should be favored, even more with mobs running away fast in dungeons. Quote:
When you chain pet, you need to take into consideration pet's life expectancy, to see if burnout is an option or not. Mages have got weak mana regen. And nuking every mob while also recasting a new pet each time is not always the most effective way. Sometimes it's just better to summon a pet, equip it, burnout and tear down many blues fast. Safety is often overlooked, and different players will obtain different results. If one screws a pull for let's say 5 successful, the time required to get back on track isn't always worth it. Also, loosing a good xp camp over a stupid death sucks. Quote:
About pet choice, earth pet should only be used to break camps. Otherwise fire pet up to level 51. Torch of Alna is the most important item you can quest as a new mage, followed by the eye of zomm clicky bracer. Fire staff from Plane of Hate is definitly not something you will easily get on this server, and when you do, you'll have better pets anyway. For soloing, earth pet 51 or fire pet as both as good and will achieve the same efficiency. Air pet 53 is better than 49 fire pet, when you can burnout. Water pet 54 outdps air pet 53 by a large marging in a group. Simply because it will hit more, his nukes deal huge damage, and backstabs are pretty much double the kicks dmg from air. Stunning doesn't work so well due to resists. Actually, pet pushing is much more effective to prevent casting, since the target will be interrupted at the end of casting. After a quick interrupt from air pet, mob will restart casting instantly, lowering the true benefits. Leveling spots are not bad, but some are far from the best.
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Retired
Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | |||||
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Last edited by finalgrunt; 05-27-2012 at 06:15 PM..
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