CorruptionGlaven wrote:ok i gotta know why the EB suggestion....arent we all way over the resist cap at this point?Danille wrote:Beams are some of the most important spells in the game.
Update our level 61 Elemental Barrier spell.
Few more magic spells in our arsenal - Beam/Fickle/and a fast casting
Pet dot/tap to return HP to the mage and a different one for mana
Spell Ideas for next expansion
Re: Spell Ideas for next expansion
- Goranothos
- Arch Mage
- Posts: 287
- Joined: Sun May 24, 2009 7:25 am
Re: Spell Ideas for next expansion
Neither would i, but it might not be the concensus of the community. But if only 1 i'd like it a bit more "tweaked" then a simple air pet. A nice MS with all the trimmings, now that would be nice.Goranothos wrote:I wouldn't care if they got rid of every pet except air.
Re: Spell Ideas for next expansion
I still use both the water and fire pets quite a bit. Water is my general go-to raid/group pet, and fire is my I-just-got-rezzed-and-need-to-get-back-into-the-raid-quickly pet. Or I use fire when grouped and mobs just aren't lasting long enough to make the travel-to-mob and repositioning time worth it to use water.
The only pet I almost never use is Earth. He is strictly a tight quarters fighting runners pet for me, where if the mob ran off adds and death would be likely to follow.
The only pet I almost never use is Earth. He is strictly a tight quarters fighting runners pet for me, where if the mob ran off adds and death would be likely to follow.
Re: Spell Ideas for next expansion
Exactly what I do except I generally stick with air pet in groups. Most days I use 3 of the 4 pets when playing. Water is always pocketed and brought out for raid nameds only, air or fire for trash clearing (sometimes on the lower end stuff I even use MS for trash clearing, just because I can) and definitely fire 1st thing after a death if battle rezzed. Earth is the red headed stepchild that only sees action every once in a blue moon.Merlaina wrote:I still use both the water and fire pets quite a bit. Water is my general go-to raid/group pet, and fire is my I-just-got-rezzed-and-need-to-get-back-into-the-raid-quickly pet. Or I use fire when grouped and mobs just aren't lasting long enough to make the travel-to-mob and repositioning time worth it to use water.
The only pet I almost never use is Earth. He is strictly a tight quarters fighting runners pet for me, where if the mob ran off adds and death would be likely to follow.
Re: Spell Ideas for next expansion
Heh, there's one named in underfoot that I always use earth for. An Abraided Genari has completely raped me everytime I use an air pet - even fully raid buffed, fortified, 3 mercs even. But once I whip out Earth he drops like a little girl. I can't explain itSillaen wrote:Earth is the red headed stepchild that only sees action every once in a blue moon.

Re: Spell Ideas for next expansion
I'd assume you use a fair amount of RS pets while fighting him? Maybe the earth root lets the mob beat on RS pets more (since while rooted a mob will just whap whatever is closest) saving your earth pet from some of the damage. Just a guess.Malleria wrote:Heh, there's one named in underfoot that I always use earth for. An Abraided Genari has completely raped me everytime I use an air pet - even fully raid buffed, fortified, 3 mercs even. But once I whip out Earth he drops like a little girl. I can't explain itSillaen wrote:Earth is the red headed stepchild that only sees action every once in a blue moon.
I know I've tried earth pet on some T6 trash since I had heard horror stories about how hard underfoot mobs hit. Earth worked fine, but then I got a little more confident and tried air and air was tanking just as well if not better. Not to suggest air pet will always tank better, just saying so far I haven't found anything that requires earth instead of air, but I haven't ventured too far into underfoot yet.
Re: Spell Ideas for next expansion
Aren't named immune to air pets stuns? I always presumed they were, but honestly i never looked into it.
But if that is the case air pets stun is its mitigation, if it doesn't work then Earth would tank much better.
But if that is the case air pets stun is its mitigation, if it doesn't work then Earth would tank much better.
Re: Spell Ideas for next expansion
I believe only mobs that are flat out immune to stun in general are immune to air pet stuns. The level cap for air pet stun is 5 levels above the top of that pet tier, so for example our 81 pet, in the 81-85 spell tier, can stun up to level 90 mobs.
Re: Spell Ideas for next expansion
That would make sense since i never noticed much of a difference other than dmg spikes, between earth and air. Air does tend to go from full to 25% often while earth is smoother.Merlaina wrote:I believe only mobs that are flat out immune to stun in general are immune to air pet stuns. The level cap for air pet stun is 5 levels above the top of that pet tier, so for example our 81 pet, in the 81-85 spell tier, can stun up to level 90 mobs.
With a real cleric its less of a problem but with a merc it makes a huge difference. Some times the merc just cannot adjust its healing fast enough to cover those spikes.
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