I couldn't disagree with you anymore. Pet bans isn't an argument for more nuke changes, it's an argument for greater utility from the pet so they can't get banned. It's not an increase in dps from the pet too, it's an increase in dps linked to the pet that I think is the way to go. I hope everyone understands the difference between linking abilities requiring the need to have a pet up vs outright increasing a pet's power.Voragath wrote:You are forgetting that even if most guilds DID ban pets, that's an argument for more nuke changes. If you can't have a pet out, what's the point of beefing those? And what's a death count? Where each death powers up a mob? If so, your guild is completely retarded and just a few peeps using swarms would show them that pets don't count; not to mention, those events count PC deaths. However, with upper guilds pets are not a problem. Most of the raiding mages' problems lie in these upper guilds where the huge gap is seriously noticeable. Mid-tier guilds, like mine, don't see such a drastic gap if they even see one at all. Making a change that looks good to those not at the top usually does not help those at the top. There is just NO WAY a pet change in dps is gonna fix that gap unless you just make pets so seriously OP that the group game is utterly trivialized. Spells are the only avenue we have available because of that and the 3 reasons I stated in another thread. A glaring thing to note is that pet dps just doesn't ramp up, its slow to be attained and we need to be able to burst the damage.
The necro dot check is not new. The "raid boss" flag has been around since TSS according to the devs. All they did was make the raid boss mobs resistant to these spells, probably through another limiter on the dot. Alla is not up atm so I can't see if they did or not.
No my guild isn't retarded, just our bans. So often players screw up and they get a warning. If a player with a pet screws up controlling the pet they get everyone a ban. Events with death counts receive bans not because of pets dying but from a fear of pets messing something up like agro or position where players not paying attention start dropping.
I don't consider my guild high end cause we don't have T4 on farm yet. Our current content is a mix of T3 mostly and a little of T4. The argument for a dps increase really isn't about overall dps increase. Parse rubbish mobs and you'll see we do fairly well in comparison to a lot of classes. Where the complaint lies is in our ability to burn mobs. I don't like having as much timed burning as we do in raiding but that's a content design call and not a class adjusting thing. I want to have to work for my dps increase and the more I have to work for it the more I would hope they are able to give us. Throw in recourses, pet maintenance, and other things that we need to stay on top of. Although not optimal you can pretty much bind raid burns to two hotkeys for our class. Not hot buttons provided in game but hotkeys available on most current gaming hardware. (I use all logitech g13, g15, g35, g500) You bind all your buffs, aa's, clicks, etc on the first hotkey between recasts mapping out the timers and everything so they should all cast in a specific order minimizing wasted time. Then on the second hotkey you map out your spell rotation. When the first hotkey is done cycling through you just switch to the second hotkey and you got auto rotation. You can set that second hotkey as a toggle and guess what, now you become a spectator only having to worry about agro if even that. This is far from fun. Make us juggle recourses that works with one spell but maybe decreases another spell. Maybe add a proc to pet that does no dmg but can help modify a specific spell. All these types of changes goes beyond just a simple increase in dps but are things I think to consider moving forward.
The necro change is new cause I don't recall any other thing ever being raid restricted. There have been other checks made to other abilities but this is the first I ever heard of it checking a raid mob flagging to take effect. Maybe it's not what we think and they just gave the dot another resist check and added that resist only to raid mobs. In either case they are opening up to the idea of having raid specific abilities. Maybe it's a one off situation but I'm curious to see where this goes.