Lets say we have 10 MAG with there level 60 pets and let say they was enable
to kill anything big with 10 petas all hitting a pet..
It would still be nothing compared to what 5 Wizards can do with manaburn..
And cos high end game mobs are from 60 to level 70 and Necro pet 47 and MAG
pet 49 they Miss ALOT during figths..
Soo... Whats the point of not letting all PET do there damage..?
For me its just scrappy of Verant to keep the Pet limit.
Just out of curiosity did you happen to actually test this
yourself?
Or are you just spouting bullshit you heard from someone else?
--
Go here and click every day:
http://www.thehungersite.com
I believe he's right but I believe it follows the same code that limits the
amount mobs that can engage 1 player in combat.
Whether or not anyone at VI sucks O-rings I have no idea.
CF
<<annoying top posting fixed>>
"Brad" <brad.mc...@sympatico.ca> wrote in message
news:3D4A9946...@sympatico.ca...
> It's actually true, only 4 pets/mobs can engage a single target at a time. If you have
> 5 orc pawns chasing you, 4 will try to beat on you and the 5th will wander away once
> you stop moving, or so I've heard.
Ok. That's NPC mobs on a PC target.
So what does that have to do with NPC pets on an NPC mob?
Have you parsed logs? Have any evidence?
Well belief is all fine and dandy... for religion.
I think I'll believe this is bullshit until someone posts some
evidence to the contrary.
I'm sort of glad it's there, simply because pets follow NPC rules.
If they lifted this cap, AoE groups would have an even easier
time (no sweating it out while the wizard tries to get all the
mobs back into group AoE range...).
And that would make me even more jealous, so I'm against
it...
;-)
Probably because pets are mobs, and so use the same rules as mobs. Go to
some newbie or lowbie area sometime and aggro a bunch of different kinds of
mobs (use different mobs so you can tell them apart in the status messages).
Get 6 or 7. Notice how only 4 actually try to melee you at once?
This can lead to things that are kind of funny. I was using my 50+ Wizard
once to do a little powerleving of my new Monk. Strat is DS on the Monk,
and pull things with Wizard's Staff of Temperate Flux, and then let the Monk
melee them. If I pull something tough, and the monk gets in trouble, I can
taunt it off with SoTF, or root it and stand closer, and then nuke it when
it is under half, but mostly I was just using the Wizard to gather mobs
faster for the Monk.
Anyway, the Wizard has about 20 mobs aggroed, all deep deep green to him.
At any given time, four of them are standing in his face, trying to hit him,
but mostly missing. The rest are all standing around, at a respectable
distance, waiting their turn. Whenever the Monk kills one of the four,
another rushes in from the surrounding circle to take its place.
I've occasionally wondered if this could be exploited. E.g., if you are
going to cross a dangerous area with high level mobs, aggro four of the
wimpiest low level mobs you can find first, and take them with you. Or one
of the low level mobs back off and let the high level mob come in?
--Tim Smith
Many of us have seen in excess of 4 summoned pets
swinging away at a single target - but have seen
a charmed pet just wander away from the same mess.
So, like many things, it appears that the 4 pet
limit is for charmed pets (and NPC's) not summoned
pets which were made more PC like quite a while back.
The only proof we have that it is in place is that
it was in the question and answer thing Absor did,
but it directly contradicts some mage's experience -
Jury's out.
Summoned pets haven't strictly followed NPC rules
for quite some time (the SoR fix as I recall).
Yes and no...
You can tow 4 wimp mobs around the zone so that any higher level that tries
to agro on you can't get into melee range...
HOWEVER... :o)
This only applies to MELEE RANGE... casters that agro can still cast on you
if they're beyond melee range, healers can heal/buff the lawn trash if
they're on the same faction, mobs with missile weapons can use them on you
from beyond melee range.
Other dangers...
Even if you don't get any unwanted attention from casters, etc... you could
still draw agro from everything in range (and in some zones that range is
quite big) so that by them time you reach the zone line, there's a LOT of
pissed off mobs waiting to take out their frustration on the next poor sap
to enter the zone.
Your Lawntrash 'bodyguards' can still draw agro onto themselves if they're
on the wrong faction... and if they die, it leaves a hole in your defence...
and you've prolly got half the zone queueing up to wail on your
oh-so-clever-mr-smarty-pants ass! :o)
> Well belief is all fine and dandy... for religion.
>
> I think I'll believe this is bullshit until someone posts some
> evidence to the contrary.
It's not a belief. Only 4 pets max can attack any one NPC. Mage,
Ench, Necro pet, whatever. 4 Max, it's a fact. Live with it.
Dread says, "MR. SMARTY-PANTS ASS!!!"
;-)
For me, reading this post = headache. Damn, proofread at least a *little*, will ya?
Rumble
Only problem with that is, it's not true.
I've watched more than 4 pets attacking the same target.
For some strange reason my newsreader is not letting me reply to your
later post...
I'm not going to dig up a cite, but I clearly remember one of Verant's
spokespeople, don't know if it was Absor or Gordon discussing this, and
it's supposed to be intentional. I've never been hunting with four pets,
so I don't know if it's working as intended, though.
Just out of curiosity... What exactly makes you so angry and hostile
regarding this issue? The OP did come across as a bit of a moron, I'll
give you that, but appears that the concept itself of a limit in the
number of pets that can engage a mob offends you...
--
Hanrahan Thornhide, Human Wanderer, 52, Fennin Ro
'Hegel remarks somewhere that all the events and personalities of great
importance in world history occur, as it were, twice. He forgot to add:
the first time as tragedy, the second as farce.' -
Karl Marx.
>> It's not a belief. Only 4 pets max can attack any one NPC. Mage,
>> Ench, Necro pet, whatever. 4 Max, it's a fact. Live with it.
>
> Only problem with that is, it's not true.
>
> I've watched more than 4 pets attacking the same target.
I'm agnostic on the issue, as I don't use charm and won't see my pet
spell for months yet, but... Did you positively see all five+ pets *
scoring damage*, or just clustered around the mob?
Absor said it was facts about 4 month ago and there was no plans to change
it.
I think all should do a /feedback and say... remove the pet limit of max 4
pets hitting same target.
Many mages have seen more than 4 summoned pets hit a mob,
you're not alone. However, several of us have seen a
charmed or direcharmed pet avoid engaging a mob with 4 pets
on it already. Given that summoned pets are no longer
NPC's (see changes to Sword of Runes) and more PC like,
I think that is the distinguishing difference.
Some months ago, there was a raid on the Plane of Air (I think),
conducted by about 20-30 mages, 1 cleric, 1 enchanter, 1 monk, etc. I
think they would be intrigued to know this, given that it was a
very successful raid, and the pets were doing a lot of the work.
No, I don't have a cite for this. Search a mage-specific ezboard or
something. I think it was linked to here as well. Definitely happened,
screenshots were impressive. They stayed up in the plane for a week,
farming crowns for the mage epic.
Cheers,
Jock
the biggest issue would be pathing, because in smaller instances of this
case, i have seen things path wrong and then change/lose aggro
i'm going to try to pull broon, grimfeather. a guard, and a gypsie (EK)
i'm gonna do this testing
i'll pull them all to aggro me, and i will wander around and hope to loose
aggro by attacking more and more singles, until we can use pathing ('ll be
using snare/root/charmsow/ to keep them in line) to shuffle through the mobs
in our masterlist and then engage only those we choose
or sumptin
~chris the monster~
^
is playing with his medicine while they open some type of door
freom up here it loooks gooood
> Darren Chriest wrote:
> > Only 4 pets max can attack any one NPC.
> Some months ago, there was a raid on the Plane of Air
> (I think), conducted by about 20-30 mages, 1 cleric,
> 1 enchanter, 1 monk, etc. I think they would be intrigued
> to know this, given that it was a very successful raid,
> and the pets were doing a lot of the work.
That's totally unrelated. Take the two as a given: only
four pets at a time on a mob and a successful PoA raid with
20 mages. The logical assumption is that PoA mobs can be
tanked successfully by mage pets, four at a time, because
when one pet dies it is immediately replaced by another pet
and there is effectively no limit on the number of pets that
can be sent to attack one mob just a limit on the number that
actually can be attacking it at once.
Surely with only four mages "tanking" one mob, the other
three pets won't die before the one with the dead pet can
recast. With only the summon pet, damage shield and Burnout
lines active, mages wouldn't get aggro and they could med the
entire fight when not summoning a pet or buffing it. There
wouldn't even be a need to heal the pets.
So you end up with (assuming 20 mages) either four or five
effective groups, fully functional except for crowd control.
And with four or five groups, you really don't NEED crowd
control; each group attacks a different mob. Add in one
enchanter to C2 the mages, a cleric to rez the unlucky mage(s)
who gain aggro and die, a necro to summon corpses for travel
between islands and a monk (or SK) for pulling and you've
got a fully functional raid. And, of course, all the mages
get to send their pets to attack each island's boss mob to
overload the damage output they put out. And, again, that's
largely a function of "okay, send the pet, wait for the NUKE
call, and all 30 mages unload..." That's a LOT of damage
output.
That raid implies nothing about the "four pet per mob" rule.
All it means is that a sufficient number of pets can tank
many non-AoE mobs successfully. And most people already knew
that.
Well that's cool, but I'd like to see the cite. So far several people
have referenced the cite but no one has yet to post a link to one.
And even then the PR guys from Verant have been known to spout
off about game mechanics and then come back later with 'oops!'
when the real info is known.
/shrug
Actually I went and did some digging and found the quote myself:
Seems its from march:
http://eq.castersrealm.com/viewarticle.asp?Article=4140
Q: Is there a code imposed limit on the number of pets that can be
actively engaging a single monster, and if so what is that limit?
A: "Yes. No more than four pets can engage a single target. This
is basically to prevent use of only pets to defeat opponents. We
think it's important to have some player characters involved in
the combat at times. :)"
-Alan Vancouvering
> I've never been hunting with four pets,
> so I don't know if it's working as intended, though.
>
> Just out of curiosity... What exactly makes you so angry and hostile
> regarding this issue?
Angry? Hostile? I just called it bullshit. How is that angry or hostile?
> The OP did come across as a bit of a moron, I'll
> give you that, but appears that the concept itself of a limit in the
> number of pets that can engage a mob offends you...
Does'nt 'offend' me at all. All I want is proof. If there is a 4 pet limit
it would be nice to know. But so far I have not seen any evidence
for it. Where is it? Seems to me it would be fairly easy to prove.
Send 5 pets to attack a mob, log it, then post the proof?
People spout bullshit and rumors all the time in this newsgroup
but every once in a while some actual truth is posted. Would be nice
to know if this one is true or not.
No worries. You sounded to me a bit ticked off; I'm glad to hear that's
not the case.
> While digging out a new addition to the Den, DaFox found a scrap of
> parchment. On it, David Navarro <da...@alcaudon.com> wrote:
>
>>A long, long time ago, Faned wrote:
>>
>>>> It's not a belief. Only 4 pets max can attack any one NPC. Mage,
>>>> Ench, Necro pet, whatever. 4 Max, it's a fact. Live with it.
>>>
>>> Only problem with that is, it's not true.
>>>
>>> I've watched more than 4 pets attacking the same target.
>>
>>I'm agnostic on the issue, as I don't use charm and won't see my pet
>>spell for months yet, but... Did you positively see all five+ pets *
>>scoring damage*,
>
>
>>or just clustered around the mob? <<<<<<<<<<<
>
> This is what happens.
> 4 pets "hit" the mob, the rest cluster around the mob to a point ( if
> there is alot of pets, some may stand back)
> As the hitting pet's different attack/delay/spell casting start to
> spread out, the other pets may rotate in to melee, but only 4 actually
> hitting the mob at any given time. The rotating in and out of the #5+
> pets gives the illusion of more than 4 pets hitting.
This isn't what happens at all, because logs show more than 4 pets
hitting close together.
> This was possible done because of the Seru "Go to Jail" mobs being
> made trivial by massive pet assaults, the mobs could not send a pet to
> jail, only active melee/over nuking PC's, so 8+ pets, with timed CH's
> on the MT-pet, could very easy take those mobs down. However, even
> with the 4 pet melee, a very well equipped raid could still pet-MT....
> it would just take alot longer to off the mobs.
>
This was not some nerf of pet casters due to Luclin stuff - the 4 mobs
max on a target rule dates WAY before that.
Pets are no longer truly NPC's - In order to fix the Sword of Runes bug
(in the hands of a pet, the thing procced on anything, and frequently)
they made pets less NPC like, and more PC like.
A while back (pre pet upgrades by a substantial ways) a list of questions
was fielded by the mage community and answered by Absor. At this time
he confirmed the 4 pet rule - but considering the major blunder he made
in answering the pet XP question, and the logs of mages showing >4 pets
hitting close together - we have our doubts as to how correct he was on
this issue.
Good point, my argument missed connecting the dots.
However, read the thread on the subject by the people involved:
http://pub6.ezboard.com/fthemagicianstowergeneral.showMessage?topicID=4974.topic
And it looks like the pets really were mass-attacking the mobs, not just
four at a time.
Cheers,
Jock
"Absor: Yes. No more than four pets can engage a single target"
The big thing about this is MAG and Necros are taking a big nerf with this
max 4 pets on single target..
AoW figth we have like 4 MAG and 4 Necros. Why should only 4 of the 8 people
have use for there pets. ?
I just thinks its a big nerf to pet classes and its simply suxxoring... Its
like "Lets only max 4 melee be able to use hast items on same target"
Gives the same impact .. removes the damage they are used to make and it
would make peopel very unhappy..
If Verant stated this out clearly on the cereation meny of Pet classes there
would not be any new small MAG or Necros running around in Norrath anymore..
" Welcome to the Creation process of Necro or Mag... Just let me inform you
that when you are in the high endgame you loose the ability of your lovely
pet or epic that you spended soo much time to get. Please start a warrior or
cleric if you dont agree to this"
Soo Verant still Suxxoring since they wrote that pet rule..Max 4 Pets on
single target... GBHHAAA!!!!
A nerf requires Verant to *change* something. As far as I can recall, this
limit has been there for years, and was probably there from day one.
> " Welcome to the Creation process of Necro or Mag... Just let me inform
> you that when you are in the high endgame you loose the ability of your
> lovely pet or epic that you spended soo much time to get. Please start a
> warrior or cleric if you dont agree to this"
Until the recent pet changes, Mages and Necros were NOT ALLOWED to summon
pets in endgame encounters, because of pets causing trains and breaking mez.
--Tim Smith
Don't be a moron.
Sure more than 4 pets can't hit a target at that EXACT moment in time, but I
really doubt you all send your pets in at the same time. Theres at least a
second delay, and thats good enough.
Go do something raid useful... like make us some mod rods
-m
Hehe. Maybe I have been reading too many of bizbee's posts
and he's starting to rub off on me?
/e dons old-newsgroup-grump-hat.
"Hey you kids! Get off my lawn, you little rug rats!"
LOL!
=)
Hmmm. Looks like the 4 pet thing may be a myth.
Humm soo you calling Absor a lier then ?
Are you claiming that everything he says is true?
Alchemy is working as intended, and you can improve skill in it. k thx
bye.
...
Alchemy is now working as intended, and you can now improve skill in it.
Sorry for the previously conflicting information
...
Alchemy is now definitely working as intended, and you can definitely
improve skill in it. Honest!!!
...
While we're on the subject of 'number of pets on mobs' anecdotes without
proof, I'll throw mine in <grin>. As I understand it, you can only have
4 mobs per 'zone' of melee. 4 from the back, 4 from the front, 4 from
each of however many 'zones' the mob has for melee attacking. No, I
don't have proof, nor can I cite, so if that's what you're after, go
look elsewhere. Just throwing in my unsubstantiated 2pp
--
***********************
* Demorgoth Demonia *
* MT for a flawless AoW kill *
*Tanker of Ventani the Warder*
* L60 Warlord [Ogre] *
* <Dark Horizon> Officer *
* Zebuxoruk Server *
**********************
http://www.magelo.com/eq_view_profile.html?num=123069
Even better, it wasn't all five pets, it was all twelve. Full hits on, all
pets hitting. In the log, I got twelve separate pets landing a hit within
two seconds of each other. If that is the pets rotating in and out of
combat, it's good enough for me. :)
considering the other things he's been wrong on ......