Waffennacht wrote: »Pretty sure the max hit thing is only a PvP thing
I'd say tone down the pet's damage a little and make some improvements so that they can be used on every trials without causing any problems to the group. It's really frustrating to switch between different setups for bosses like the mage or the twins.
Oreyn_Bearclaw wrote: »I'd say tone down the pet's damage a little and make some improvements so that they can be used on every trials without causing any problems to the group. It's really frustrating to switch between different setups for bosses like the mage or the twins.
I would be on board with toning them down a bit in exchange for better functionality. Hard to deny that the familiars are OP in certain fights, but the problem is they arent even viable on others. Take your pet to VSO HM and see what happens. As a sorc, it requires both changing your armor and your curse morph if you want to maximize your damage with and without a pet. I think that is definitely something that needs looked at.
Things I would do:
-Tone down the damage a bit. Perhaps tone down the AOE component, which would bring Sorc splash damage back to reality.
-Make absolutely sure a pet can never aggro a fight.
-Make them immune to PVE one-shots, but not invincible.
-Reduce the cast time after a pet death if recast immediately after they die.
-Make a sorc pet automatically target any enemy that you inflict with curse. I think that would be a great way to give faster control.
Oreyn_Bearclaw wrote: »I'd say tone down the pet's damage a little and make some improvements so that they can be used on every trials without causing any problems to the group. It's really frustrating to switch between different setups for bosses like the mage or the twins.
I would be on board with toning them down a bit in exchange for better functionality. Hard to deny that the familiars are OP in certain fights, but the problem is they arent even viable on others. Take your pet to VSO HM and see what happens. As a sorc, it requires both changing your armor and your curse morph if you want to maximize your damage with and without a pet. I think that is definitely something that needs looked at.
Things I would do:
-Tone down the damage a bit. Perhaps tone down the AOE component, which would bring Sorc splash damage back to reality.
-Make absolutely sure a pet can never aggro a fight.
-Make them immune to PVE one-shots, but not invincible.
-Reduce the cast time after a pet death if recast immediately after they die.
-Make a sorc pet automatically target any enemy that you inflict with curse. I think that would be a great way to give faster control.
Pets don't aggro fight, but people do. Your pet has been framed.
I don't agree with nerfing damage. They are fine and competitive as is. The cast I'd fine in my opinion, just they a work a way around the disvantage.
For instance did you know your pet gets the bone shield morph you with no extra cost when you synergy with an ally?
As such I think pets are first wave of tactics instead of brute force. Though it would be nice to program them a bit. Like attack side while I do right.
IzakiBrotherSs wrote: »Oreyn_Bearclaw wrote: »I'd say tone down the pet's damage a little and make some improvements so that they can be used on every trials without causing any problems to the group. It's really frustrating to switch between different setups for bosses like the mage or the twins.
I would be on board with toning them down a bit in exchange for better functionality. Hard to deny that the familiars are OP in certain fights, but the problem is they arent even viable on others. Take your pet to VSO HM and see what happens. As a sorc, it requires both changing your armor and your curse morph if you want to maximize your damage with and without a pet. I think that is definitely something that needs looked at.
Things I would do:
-Tone down the damage a bit. Perhaps tone down the AOE component, which would bring Sorc splash damage back to reality.
-Make absolutely sure a pet can never aggro a fight.
-Make them immune to PVE one-shots, but not invincible.
-Reduce the cast time after a pet death if recast immediately after they die.
-Make a sorc pet automatically target any enemy that you inflict with curse. I think that would be a great way to give faster control.
Pets don't aggro fight, but people do. Your pet has been framed.
I don't agree with nerfing damage. They are fine and competitive as is. The cast I'd fine in my opinion, just they a work a way around the disvantage.
For instance did you know your pet gets the bone shield morph you with no extra cost when you synergy with an ally?
As such I think pets are first wave of tactics instead of brute force. Though it would be nice to program them a bit. Like attack side while I do right.
Pets are fine?! How do you explain the fact that a magicka sorcerer from full range, with insane AoE and survivability in trials can pull more single target DPS than any other class (including stamina classes)? That's right you don't. I'm currently pulling 46.4k with just drain on a target dummy on a pet sorc. I'm pulling 44k on a stamina nightblade. See the problem here? The best stam DK I know is pulling around 45.5-46k. So its perfectly fine for a pet sorc to do just as much damage as a melee class with literally nothing for defense?
Oreyn_Bearclaw wrote: »I'd say tone down the pet's damage a little and make some improvements so that they can be used on every trials without causing any problems to the group. It's really frustrating to switch between different setups for bosses like the mage or the twins.
I would be on board with toning them down a bit in exchange for better functionality. Hard to deny that the familiars are OP in certain fights, but the problem is they arent even viable on others. Take your pet to VSO HM and see what happens. As a sorc, it requires both changing your armor and your curse morph if you want to maximize your damage with and without a pet. I think that is definitely something that needs looked at.
Things I would do:
-Tone down the damage a bit. Perhaps tone down the AOE component, which would bring Sorc splash damage back to reality.
-Make absolutely sure a pet can never aggro a fight.
-Make them immune to PVE one-shots, but not invincible.
-Reduce the cast time after a pet death if recast immediately after they die.
-Make a sorc pet automatically target any enemy that you inflict with curse. I think that would be a great way to give faster control.
Pets don't aggro fight, but people do. Your pet has been framed.
I don't agree with nerfing damage. They are fine and competitive as is. The cast I'd fine in my opinion, just they a work a way around the disvantage.
For instance did you know your pet gets the bone shield morph you with no extra cost when you synergy with an ally?
As such I think pets are first wave of tactics instead of brute force. Though it would be nice to program them a bit. Like attack side while I do right.
BalicBlackthorne wrote: »Lol, I must have specced my Sorc into the wrong pet lines My pets don't do any AOE that I am aware of. (Clanfear and Winged Twilight, twilight specced for heal ability).
NOTE: I just came back to this game after about a year absence due to the game's system reqs outstripping my friend's computer, so I'm not colossally stupid, just colossally ignorant
Not that my Sorc is sucking or anything, I haven't drug him into a dungeon since my return, but he's doing OK so far. I used to run Storm Mage spec in dungeons, maybe I'll try the pets out now in there.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »I'd say tone down the pet's damage a little and make some improvements so that they can be used on every trials without causing any problems to the group. It's really frustrating to switch between different setups for bosses like the mage or the twins.
I would be on board with toning them down a bit in exchange for better functionality. Hard to deny that the familiars are OP in certain fights, but the problem is they arent even viable on others. Take your pet to VSO HM and see what happens. As a sorc, it requires both changing your armor and your curse morph if you want to maximize your damage with and without a pet. I think that is definitely something that needs looked at.
Things I would do:
-Tone down the damage a bit. Perhaps tone down the AOE component, which would bring Sorc splash damage back to reality.
-Make absolutely sure a pet can never aggro a fight.
-Make them immune to PVE one-shots, but not invincible.
-Reduce the cast time after a pet death if recast immediately after they die.
-Make a sorc pet automatically target any enemy that you inflict with curse. I think that would be a great way to give faster control.
Pets don't aggro fight, but people do. Your pet has been framed.
I don't agree with nerfing damage. They are fine and competitive as is. The cast I'd fine in my opinion, just they a work a way around the disvantage.
For instance did you know your pet gets the bone shield morph you with no extra cost when you synergy with an ally?
As such I think pets are first wave of tactics instead of brute force. Though it would be nice to program them a bit. Like attack side while I do right.
The damage is pretty OP. Even on totally self buffed skele-parses, my pet is doing 8k single target DPS. That is admittedly a lot. I dont want to nerf my own class, but here is the issue. Sorc (right or wrong) is under the nerf microscope right now. Everyone is crying about them. While I dont think there single target DPS is OP (DK is better), I do think their splash damage is perhaps a little out of line and the pet is 90% of that. I would much rather them balance one skill a bit than hit the whole class with a nerf hammer as they usually do.
IzakiBrotherSs wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »I'd say tone down the pet's damage a little and make some improvements so that they can be used on every trials without causing any problems to the group. It's really frustrating to switch between different setups for bosses like the mage or the twins.
I would be on board with toning them down a bit in exchange for better functionality. Hard to deny that the familiars are OP in certain fights, but the problem is they arent even viable on others. Take your pet to VSO HM and see what happens. As a sorc, it requires both changing your armor and your curse morph if you want to maximize your damage with and without a pet. I think that is definitely something that needs looked at.
Things I would do:
-Tone down the damage a bit. Perhaps tone down the AOE component, which would bring Sorc splash damage back to reality.
-Make absolutely sure a pet can never aggro a fight.
-Make them immune to PVE one-shots, but not invincible.
-Reduce the cast time after a pet death if recast immediately after they die.
-Make a sorc pet automatically target any enemy that you inflict with curse. I think that would be a great way to give faster control.
Pets don't aggro fight, but people do. Your pet has been framed.
I don't agree with nerfing damage. They are fine and competitive as is. The cast I'd fine in my opinion, just they a work a way around the disvantage.
For instance did you know your pet gets the bone shield morph you with no extra cost when you synergy with an ally?
As such I think pets are first wave of tactics instead of brute force. Though it would be nice to program them a bit. Like attack side while I do right.
The damage is pretty OP. Even on totally self buffed skele-parses, my pet is doing 8k single target DPS. That is admittedly a lot. I dont want to nerf my own class, but here is the issue. Sorc (right or wrong) is under the nerf microscope right now. Everyone is crying about them. While I dont think there single target DPS is OP (DK is better), I do think their splash damage is perhaps a little out of line and the pet is 90% of that. I would much rather them balance one skill a bit than hit the whole class with a nerf hammer as they usually do.
I'm just wondering how a magicka DK can outparse a scamp Sorc in single target... The most crazy single target numbers I've seen this patch have all been pet Sorcs, not DKs. Even on the target skeleton, I'm having trouble picturing a magicka DK pulling over 45k DPS (which isn't too hard to achieve on a scamp Sorc with the Necro setup with just Drain and Orbs). I don't want my own class nerfed, but right now, the Scamp is really over the top... Its a shame because it will most likely be overnerfed and rendered useless once again...
IzakiBrotherSs wrote: »My solution:
- Reduce the radius of the Scamp Pulse from 6m to 5m
- Reduce the damage of the Scamp Pulse by 10%
- Pets can only take 45% of their damage in one hit
- Reduce the summoning time from 1.5 sec to 1 sec
- Increase pet movement speed by 30%
- Pets don't steal player buffs
In conjuction with Daedric Prey, the Scamp Pulse will still be stronger than Liquid Lightning which is the strongest ground placed AoE DoT in the game, which means that it still has a benefit. It is also more reliably now due to the fact that it can't get one shot, but can only die to several consecutive hits in a very short time frame (basically 3 consecutive hits). This will make pets more desirable, but not too desirable. Right now their damage is ridiculous, but they are terribly clunky (especially on consoles). With the changes above, their damage will be brought back to realistic DPS levels, but still be very strong in terms of damage and they will be less clunky.
Now I really think that Sorcerer pets need a re-skin however. As of now they look absolutely terrible... I would have pictured pets as more "majestic" Deadra, not some lowly Daedric slaves. Take the Storm Atronach for example: it looks amazing. It also doesn't seem right that the Sorcere is a master summoner yet can only summon lesser Daedra. I could understand why the first ability in the skill tree summons a lesser Daedra, but not the 3rd skill.
About that: the fact that we have a Scamp as our Volatile Familiar makes no sense at all. Scamps are usually found doing fire attacks, while ours does lightning, which is just inconsistent and inexplainable. Banekins are the ones that perform shock magic. So technically we should have a Banekin instead of a Scamp. @ZOS_GinaBruno would be nice to have our pet fit the lore a bit more!
As for the second pet we get in our skill line, the Twilight, I'd personally would love to see one morph as a Grievous Twilight (the one that does more damage hint hint). The healing morph seems suitable with the Winged Twilight.
Also it would be nice to have an actual ability on the damaging morph of a Twilight, something that actually feels like an ability you cast, not just a pet buff...
Just my thoughts on pets.
exeeter702 wrote: »IzakiBrotherSs wrote: »My solution:
- Reduce the radius of the Scamp Pulse from 6m to 5m
- Reduce the damage of the Scamp Pulse by 10%
- Pets can only take 45% of their damage in one hit
- Reduce the summoning time from 1.5 sec to 1 sec
- Increase pet movement speed by 30%
- Pets don't steal player buffs
In conjuction with Daedric Prey, the Scamp Pulse will still be stronger than Liquid Lightning which is the strongest ground placed AoE DoT in the game, which means that it still has a benefit. It is also more reliably now due to the fact that it can't get one shot, but can only die to several consecutive hits in a very short time frame (basically 3 consecutive hits). This will make pets more desirable, but not too desirable. Right now their damage is ridiculous, but they are terribly clunky (especially on consoles). With the changes above, their damage will be brought back to realistic DPS levels, but still be very strong in terms of damage and they will be less clunky.
Now I really think that Sorcerer pets need a re-skin however. As of now they look absolutely terrible... I would have pictured pets as more "majestic" Deadra, not some lowly Daedric slaves. Take the Storm Atronach for example: it looks amazing. It also doesn't seem right that the Sorcere is a master summoner yet can only summon lesser Daedra. I could understand why the first ability in the skill tree summons a lesser Daedra, but not the 3rd skill.
About that: the fact that we have a Scamp as our Volatile Familiar makes no sense at all. Scamps are usually found doing fire attacks, while ours does lightning, which is just inconsistent and inexplainable. Banekins are the ones that perform shock magic. So technically we should have a Banekin instead of a Scamp. @ZOS_GinaBruno would be nice to have our pet fit the lore a bit more!
As for the second pet we get in our skill line, the Twilight, I'd personally would love to see one morph as a Grievous Twilight (the one that does more damage hint hint). The healing morph seems suitable with the Winged Twilight.
Also it would be nice to have an actual ability on the damaging morph of a Twilight, something that actually feels like an ability you cast, not just a pet buff...
Just my thoughts on pets.
Pets dont steal player buffs
IzakiBrotherSs wrote: »exeeter702 wrote: »IzakiBrotherSs wrote: »My solution:
- Reduce the radius of the Scamp Pulse from 6m to 5m
- Reduce the damage of the Scamp Pulse by 10%
- Pets can only take 45% of their damage in one hit
- Reduce the summoning time from 1.5 sec to 1 sec
- Increase pet movement speed by 30%
- Pets don't steal player buffs
In conjuction with Daedric Prey, the Scamp Pulse will still be stronger than Liquid Lightning which is the strongest ground placed AoE DoT in the game, which means that it still has a benefit. It is also more reliably now due to the fact that it can't get one shot, but can only die to several consecutive hits in a very short time frame (basically 3 consecutive hits). This will make pets more desirable, but not too desirable. Right now their damage is ridiculous, but they are terribly clunky (especially on consoles). With the changes above, their damage will be brought back to realistic DPS levels, but still be very strong in terms of damage and they will be less clunky.
Now I really think that Sorcerer pets need a re-skin however. As of now they look absolutely terrible... I would have pictured pets as more "majestic" Deadra, not some lowly Daedric slaves. Take the Storm Atronach for example: it looks amazing. It also doesn't seem right that the Sorcere is a master summoner yet can only summon lesser Daedra. I could understand why the first ability in the skill tree summons a lesser Daedra, but not the 3rd skill.
About that: the fact that we have a Scamp as our Volatile Familiar makes no sense at all. Scamps are usually found doing fire attacks, while ours does lightning, which is just inconsistent and inexplainable. Banekins are the ones that perform shock magic. So technically we should have a Banekin instead of a Scamp. @ZOS_GinaBruno would be nice to have our pet fit the lore a bit more!
As for the second pet we get in our skill line, the Twilight, I'd personally would love to see one morph as a Grievous Twilight (the one that does more damage hint hint). The healing morph seems suitable with the Winged Twilight.
Also it would be nice to have an actual ability on the damaging morph of a Twilight, something that actually feels like an ability you cast, not just a pet buff...
Just my thoughts on pets.
Pets dont steal player buffs
They steal the heals which is arguably worse than stealing buffs and they do steal Powerful Assault.
IzakiBrotherSs wrote: »exeeter702 wrote: »IzakiBrotherSs wrote: »My solution:
- Reduce the radius of the Scamp Pulse from 6m to 5m
- Reduce the damage of the Scamp Pulse by 10%
- Pets can only take 45% of their damage in one hit
- Reduce the summoning time from 1.5 sec to 1 sec
- Increase pet movement speed by 30%
- Pets don't steal player buffs
In conjuction with Daedric Prey, the Scamp Pulse will still be stronger than Liquid Lightning which is the strongest ground placed AoE DoT in the game, which means that it still has a benefit. It is also more reliably now due to the fact that it can't get one shot, but can only die to several consecutive hits in a very short time frame (basically 3 consecutive hits). This will make pets more desirable, but not too desirable. Right now their damage is ridiculous, but they are terribly clunky (especially on consoles). With the changes above, their damage will be brought back to realistic DPS levels, but still be very strong in terms of damage and they will be less clunky.
Now I really think that Sorcerer pets need a re-skin however. As of now they look absolutely terrible... I would have pictured pets as more "majestic" Deadra, not some lowly Daedric slaves. Take the Storm Atronach for example: it looks amazing. It also doesn't seem right that the Sorcere is a master summoner yet can only summon lesser Daedra. I could understand why the first ability in the skill tree summons a lesser Daedra, but not the 3rd skill.
About that: the fact that we have a Scamp as our Volatile Familiar makes no sense at all. Scamps are usually found doing fire attacks, while ours does lightning, which is just inconsistent and inexplainable. Banekins are the ones that perform shock magic. So technically we should have a Banekin instead of a Scamp. @ZOS_GinaBruno would be nice to have our pet fit the lore a bit more!
As for the second pet we get in our skill line, the Twilight, I'd personally would love to see one morph as a Grievous Twilight (the one that does more damage hint hint). The healing morph seems suitable with the Winged Twilight.
Also it would be nice to have an actual ability on the damaging morph of a Twilight, something that actually feels like an ability you cast, not just a pet buff...
Just my thoughts on pets.
Pets dont steal player buffs
They steal the heals which is arguably worse than stealing buffs and they do steal Powerful Assault.
IzakiBrotherSs wrote: »My solution:
- Reduce the radius of the Scamp Pulse from 6m to 5m
- Reduce the damage of the Scamp Pulse by 10%
- Pets can only take 45% of their damage in one hit
- Reduce the summoning time from 1.5 sec to 1 sec
- Increase pet movement speed by 30%
- Pets don't steal player buffs
In conjuction with Daedric Prey, the Scamp Pulse will still be stronger than Liquid Lightning which is the strongest ground placed AoE DoT in the game, which means that it still has a benefit. It is also more reliably now due to the fact that it can't get one shot, but can only die to several consecutive hits in a very short time frame (basically 3 consecutive hits). This will make pets more desirable, but not too desirable. Right now their damage is ridiculous, but they are terribly clunky (especially on consoles). With the changes above, their damage will be brought back to realistic DPS levels, but still be very strong in terms of damage and they will be less clunky.
Now I really think that Sorcerer pets need a re-skin however. As of now they look absolutely terrible... I would have pictured pets as more "majestic" Deadra, not some lowly Daedric slaves. Take the Storm Atronach for example: it looks amazing. It also doesn't seem right that the Sorcere is a master summoner yet can only summon lesser Daedra. I could understand why the first ability in the skill tree summons a lesser Daedra, but not the 3rd skill.
About that: the fact that we have a Scamp as our Volatile Familiar makes no sense at all. Scamps are usually found doing fire attacks, while ours does lightning, which is just inconsistent and inexplainable. Banekins are the ones that perform shock magic. So technically we should have a Banekin instead of a Scamp. @ZOS_GinaBruno would be nice to have our pet fit the lore a bit more!
As for the second pet we get in our skill line, the Twilight, I'd personally would love to see one morph as a Grievous Twilight (the one that does more damage hint hint). The healing morph seems suitable with the Winged Twilight.
Also it would be nice to have an actual ability on the damaging morph of a Twilight, something that actually feels like an ability you cast, not just a pet buff...
Just my thoughts on pets.
Gilliamtherogue wrote: »
Completely balanced! :^)IzakiBrotherSs wrote: »My solution:
- Reduce the radius of the Scamp Pulse from 6m to 5m
- Reduce the damage of the Scamp Pulse by 10%
- Pets can only take 45% of their damage in one hit
- Reduce the summoning time from 1.5 sec to 1 sec
- Increase pet movement speed by 30%
- Pets don't steal player buffs
In conjuction with Daedric Prey, the Scamp Pulse will still be stronger than Liquid Lightning which is the strongest ground placed AoE DoT in the game, which means that it still has a benefit. It is also more reliably now due to the fact that it can't get one shot, but can only die to several consecutive hits in a very short time frame (basically 3 consecutive hits). This will make pets more desirable, but not too desirable. Right now their damage is ridiculous, but they are terribly clunky (especially on consoles). With the changes above, their damage will be brought back to realistic DPS levels, but still be very strong in terms of damage and they will be less clunky.
Now I really think that Sorcerer pets need a re-skin however. As of now they look absolutely terrible... I would have pictured pets as more "majestic" Deadra, not some lowly Daedric slaves. Take the Storm Atronach for example: it looks amazing. It also doesn't seem right that the Sorcere is a master summoner yet can only summon lesser Daedra. I could understand why the first ability in the skill tree summons a lesser Daedra, but not the 3rd skill.
About that: the fact that we have a Scamp as our Volatile Familiar makes no sense at all. Scamps are usually found doing fire attacks, while ours does lightning, which is just inconsistent and inexplainable. Banekins are the ones that perform shock magic. So technically we should have a Banekin instead of a Scamp. @ZOS_GinaBruno would be nice to have our pet fit the lore a bit more!
As for the second pet we get in our skill line, the Twilight, I'd personally would love to see one morph as a Grievous Twilight (the one that does more damage hint hint). The healing morph seems suitable with the Winged Twilight.
Also it would be nice to have an actual ability on the damaging morph of a Twilight, something that actually feels like an ability you cast, not just a pet buff...
Just my thoughts on pets.
Needs to be more than a 10% nerf. Daedric Prey needs to go.
Gilliamtherogue wrote: »
Completely balanced! :^)IzakiBrotherSs wrote: »My solution:
- Reduce the radius of the Scamp Pulse from 6m to 5m
- Reduce the damage of the Scamp Pulse by 10%
- Pets can only take 45% of their damage in one hit
- Reduce the summoning time from 1.5 sec to 1 sec
- Increase pet movement speed by 30%
- Pets don't steal player buffs
In conjuction with Daedric Prey, the Scamp Pulse will still be stronger than Liquid Lightning which is the strongest ground placed AoE DoT in the game, which means that it still has a benefit. It is also more reliably now due to the fact that it can't get one shot, but can only die to several consecutive hits in a very short time frame (basically 3 consecutive hits). This will make pets more desirable, but not too desirable. Right now their damage is ridiculous, but they are terribly clunky (especially on consoles). With the changes above, their damage will be brought back to realistic DPS levels, but still be very strong in terms of damage and they will be less clunky.
Now I really think that Sorcerer pets need a re-skin however. As of now they look absolutely terrible... I would have pictured pets as more "majestic" Deadra, not some lowly Daedric slaves. Take the Storm Atronach for example: it looks amazing. It also doesn't seem right that the Sorcere is a master summoner yet can only summon lesser Daedra. I could understand why the first ability in the skill tree summons a lesser Daedra, but not the 3rd skill.
About that: the fact that we have a Scamp as our Volatile Familiar makes no sense at all. Scamps are usually found doing fire attacks, while ours does lightning, which is just inconsistent and inexplainable. Banekins are the ones that perform shock magic. So technically we should have a Banekin instead of a Scamp. @ZOS_GinaBruno would be nice to have our pet fit the lore a bit more!
As for the second pet we get in our skill line, the Twilight, I'd personally would love to see one morph as a Grievous Twilight (the one that does more damage hint hint). The healing morph seems suitable with the Winged Twilight.
Also it would be nice to have an actual ability on the damaging morph of a Twilight, something that actually feels like an ability you cast, not just a pet buff...
Just my thoughts on pets.
Needs to be more than a 10% nerf. Daedric Prey needs to go.
15% nerf damage is needed on the scamp, but not more, it' still took 2 slot, your liquid lightning take 1 slot and only do 1k less damage than pet.
Atronach is actually bugged, we can't decide the target we want, making it useless in PvP when there is more than one player.
Also, it deals too much damage in the duration but the impact damage is too low, and atronach don't scale with cps, even if it's an ultimate
Also, mouvement speed need to be increase, pets are slow, and it's feel a lot in cyrodiil.
Finally, pets still not enough resistant-cast time is too long. : Annyone in PvP can destroy the pet even if you shield it, and don't have the time to summon it again, even with a streak that stun your ennemy. Pets need to die less faster or take less time to summon.