Limonia <Pa...@ryans11.freeserve.co.uk> wrote in message
news:7n4ukl$36m$1...@news8.svr.pol.co.uk...
Limonia wrote:
>
> Which class has the best pet?
Mages (elementals) and Necros (skeletons). Mages have more variety
becuase they can summon four different types. But Mage/Necro pets are
about even power (level wise).
-- Dolm
I have no idea if the average magician pet is stronger, have more hps, etc,
than the average necromancer's pet. I've never seriously considered playing
a necro, due to not liking the idea of being killed on sight in too many
places, so I don't plan on experimenting.
Enchanters have animations, not pets, and I have very limitted experience
with them. My lvl 1 animation is a real wimp though (much much wimpier than
my lvl 4 magician pet...but I guess that's to be expected :) ).
malvolin <malv...@columbus.rr.com> wrote in message
news:Jhnl3.3036$C03.45288@viper...
Even if you ignore the versatility factor in Magician pets, they're just
plain flat out the best pets in the game.
Ours have more hp than the necro pets.
The reagent to cast it might as well be free it's so cheap, same with
necros. 6sp just isn't that big of an investment past level 8, or so
tops.
Our pets do more damage than the necro pet. They cast spells! DD ones
even!
It bears repeating, and this can be proven in arena tests, that magician
pets are just flat out, all around, the best. Necro pets are great
pets, ours are just *better*.
Enchanter pets are pale in comparison to either the necro, or magician
pet. They're nice, but they just don't stack up.
Shaman pets are also a nice addition to the shaman. They're not *bad*
pets at all. They're pretty good. They're just not *as* good as either
the necro pet, or the magician pet.
The Magician pet is the best. The necro pet is the second best.
Nothing else even comes close.
Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.
It depends on what you want them to do. Hit Points, Damage per blow, and AC,
pets also have various appearances, and different pets have slightly different
"ideal" jobs. There's also faction problems related to Skeletons (most good
guards hate them, and will kill their master even if they normally like them.)
Earth Elementals soak up enormous amounts of damage. Their Agility is so low
it's almost non-existant, and they seem to have lower AC than other types, so
they also *take* enormous amounts of damage. They do seem to hit for maximum
damage more than the other Elementals though. Their new spell attack appears to
have a Magic based resistance, and from experience fighting Lava Basilisks, they
appear to be good at avoiding petrification attacks. Ghouls seem to root mine a
lot, so I suspect their normal magic resistance is normal or lower. They also
look interesting, with bulging muscles and markings on their front and back that
vaugely resemble eyes.
Air Elementals are my personal favorites for dungeon work, because they
generally try to keep hidden, and thus are better at avoiding Pet Train
Syndrome, where hordes of greens that are just low-level enough to ignore you
come swarming out to kill your pet, because it only cons yellow to them. On the
other hand, if you don't have See Invisible, Air Elementals are the easiest of
all pets to lose to Pacing Pet Syndrome in dungeons, or Pet Spaz outdoors (this
is where your pet suddenly decides that the shortest path between itself and you
is to circumnavigate the zone wall. Happens a lot in Lesser Faydark, I'm
told.) Air Elementals supposedly have the highest Agility, but they seem to get
hit only slightly less often than any other Elemental (say, one extra miss out
of thirty attacks. Maybe.) And they have the second lowest Hit Points. Their
spell also appears to have a Magic-resistance base. Their high Agility does
allow them to move faster than the other elementals though, which could be
important if you're running around a lot. (I usually have to stop and wait for
Earth Elementals to catch up, and it's even worse if I've gotten SoW and my pet
hasn't.)
Water Elementals are just good general purpose Elementals. They aren't
execptional in any real way, but they aren't deficient in any way either. They
have good damage, Hit Points, and armor. Their spell attack also appears to be
Cold-based, so keep this in mind in places like Lavastorm (where it works very
well) and Everfrost (where it probably won't work at all.)
Fire Elementals have the lowest Hit Points of the Elemental pets, but they will
cast their own damage shield whenever they feel like it. I like to use them
when I'm hunting low level critters for spell and baking components, because I
don't need to expend any mana to keep their fire shield up, and I don't need to
seriously worry about them getting killed. They also (at least on my computer)
have a unique appearance compared to the other Elementals, with a long, tapering
tail that almost brushes the ground. (Oddly enough, wild Fire Elementals have
short stumpy tails just like all the others.) Their spell attack appears to be
Fire-resistance based, and (at least to me) seems less effective in Lavastorm,
where everything is nearly immune to fire-based attacks.
Skeletons supposedly have good all-around stats, only exceeded by the Earth
(strength) and Air (agility) Elementals. Skeletons can also carry weapons,
which looks neat, but doesn't seem to improve their attacks much, and can
apparently slow them down if you give them a particularly heavy weapon. They
can also carry shields, and I've heard they may be able to use Bows and possibly
throwing weapons. (I haven't had time to confirm whether they can use ranged
weapons or not. If they can, giving a cheap, looted bow and a pile of
Magician-summoned arrows to your Skeleton will certainly make things
entertaining.) However, Skeletons also come witha built-in one-two faction
problem. First, they can only be summoned by Necromancers or Shadow Knights,
which means that you'll most likely be KoS'd by a good majority of the merchants
in the game until you can improve your reputation. Second, most Guards (and a
lot of the Merchants) are set to auto-kill any skeleton that gets near them,
which happens to include skeleton pets. Since anything that attacks your pet
also attacks you, this means you have to be careful who you allow to see you
with your thin friend. Also, from my experience traveling with Necromancers,
they consistantly summon skeletons a level or more lower than the Elementals I
get with the same level spell. Sometimes *much* lower. At 14th and 15th level,
I was hunting with a 17th level Necromancer who regularly summoned skeletons
that conned green to *me*, let alone to him. And that was using the 16th level
spell. At 16th level, my Magician rarely summons an Elemental lower than "looks
dangerous" blue, and I've often gotten ones that are yellow to me. Your mileage
may vary however.
Enchanters Animations aren't really pets, since they absolutely will not respond
to commands. They're more like a self-targeting defensive DoT/Root spell. They
can't be ordered to attack, and will only join the fight if they or their master
is hit. They also can't be ordered to sit still or guard, which makes them
extremely troublesome in dungeons (because of Pacing Pet Syndrome.) However,
they are nice to have around outside, since they will defend their master from
passing vermin while they meditate, and they make a nice doorstop if you need to
run. They are almost required if you plan to solo as an Enchanter, due to the
general lack of Direct Damage spells, and Enchanters' generally feeble health.
I've heard that at level 34, Shamans can summon a Wolf pet. I have no idea how
useful they are, since I've never actually seen one. However, as a fashion
accesory, even a skeleton weilding a sword and shield falls short of a wolf, in
my opinion.
Last, and certainly least, are the Charm/Beguile spells. These are, in my
opinion, a cruel joke by the programmers, since it's nearly impossible to charm
a creature for more than a few minutes. Since the monsters saving throw is
supposedly at least partially based on your Charisma, no class except Enchanters
can maintian a charm for more than a few minutes, even on fantasticly green
creatures. My 15th level Wood Elf Druid can't even charm a 2nd level Bat for
the time it takes to Meditate back the mana I used to cast the spell. Use these
spells when you're in a large group and are being swarmed by lots of low-level
crap (such as in Guk,) to temporarily occupy two monsters and damage them both
at the same time. Don't even attempt to Charm something that cons higher than
"looks dangerous" blue, unless you either have a severe death wish, or have
enough backup to kill it when the charm wears off, which it will do quickly.
Marc Fuller
Marc Fuller <MarcF...@worldnet.att.net> wrote in message
news:3797012E...@worldnet.att.net...
Limonia <Pa...@ryans11.freeserve.co.uk> wrote in message
news:7n4ukl$36m$1...@news8.svr.pol.co.uk...
- Lumyna
Sow works fine on Mage pets. It is great to have because as you are running
away from the mob the pet keeps up hitting it on the back making the mob go off
you that much faster.
TSandrich