#21
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Quote:
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#23
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water's strength comes when you get the staff, which is much easier to get than the others. +1 level does more than just +2max dmg, overall damage and mitigation goes up pretty significantly. as 2nd best tank and highest damage, its pretty well rounded for group or solo use, especially when focused
earth root is too unreliable to ever actually count on it solo, and rooting running mobs just makes you take more damage overall. air is fine in groups, but way too frail for solo. stun is too unreliable to actually be of benefit if you're soloing casters, you're much better off with a higher HP pet than hoping you'll prevent nukes 1 in 10 times fire is the lowest hp of them all, but if you're duoing with a healer they make superb xp grinding pets. in groups if they're not doing the tanking they are completely pointless, use anything instead | ||
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#24
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But on a close fight an air pet is going to mitigate more damage for the tank (helping them survive better). It also lets casters nuke sooner without things running off the tank (since the stun of the air pet is a bunch of agro, and if it's agro on the pet it will stay hitting the next highest PC with agro). And damage wise, air pets are the 2nd highest in damage (just behind the damage proc of water pets). | |||
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#25
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#26
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__________________
EQ Emulator population tracker - https://unixgeek.com/eqemu.html
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#27
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So about that torch or shield trick...do you get the same benefits by just giving the pet 2 summoned daggers or swords? I may be doing this wrong, lol
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#28
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The air pet and earth pet are the same dmg and air pet dmg mitigation is trivial. | |||
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#29
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Equipping an air pet with 2 stun whips is pretty brutal.
-Mcoy | ||
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#30
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Waterpet with an ebony bladed sword and a gnoll hide lariat, cast a DS on that bad boy and he might turn into Captain Planet!
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