The group won't be able to see crap when pet sorcs eventually take over, and your screen is cluttered with a bunch of matriachs, clannfears and scamps running around the placeThe group needs to see what is causing the damage instead of assume so they can tell the player to command their pets or do not use them.
The group won't be able to see crap when pet sorcs eventually take over, and your screen is cluttered with a bunch of matriachs, clannfears and scamps running around the placeThe group needs to see what is causing the damage instead of assume so they can tell the player to command their pets or do not use them.
Pets cannot be hidden in combat since they do affect combat, can get agro on NPCs and more. HoF, pretty sure a pet will still cause feedback damage to the group if it is hitting the boss during the terminal phases which is one prime example. The group needs to see what is causing the damage instead of assume so they can tell the player to command their pets or do not use them.
starkerealm wrote: »Pets cannot be hidden in combat since they do affect combat, can get agro on NPCs and more. HoF, pretty sure a pet will still cause feedback damage to the group if it is hitting the boss during the terminal phases which is one prime example. The group needs to see what is causing the damage instead of assume so they can tell the player to command their pets or do not use them.
I'd think this would have been fixed with the pet mechanic overhauls with Mirkmire, but I also think you're correct. I think they changed the Mage's Chain Lighting to no longer arc through pets, and they can't pick up infections in SO (though, I'm not sure they ever could), but I don't think HoF was changed. Granted, I don't get in there very often.
Olupajmibanan wrote: »Hello,
I've came up with a petsorc build that does much more dps than magNB and all stamina toons (except stamNB). I've shared this build in our guild discord and it got so popular that every magsorc in our guild is playing my petsorc build. But it got completely out of hand. Last trial we had 5 petsorcs and you can't see anything trough 5 matriarchs, 5 scamps and 5 Attronachs.
Olupajmibanan wrote: »The real problem is, our trial group does not want non-pet magsorcs because they do really low DPS in comparison with magNB (why would you take non-pet sorc if you can take magNB which is a lot better?). But they don't want any petsorcs as well due to loss of vision. A war is starting, either other players are ragging because of all the pets around or magsorcs are raging because they won't be invited in trial group. I can't find a solution to this.
I was happy to see something different than magNB and stamina toons in our trial group. I was so happy to make magsorc competitive and secure them trial spot but pets size is unbearable.
Asking ZoS for hide pets option is certainly naive, but can anyone please come up with an addon that would hide, or at least reduce the transparency of pets? A lot of players from every corner would be extremely grateful for that.
UntilValhalla13 wrote: »I can't imagine the lag that would cause with that many pets...
starkerealm wrote: »Olupajmibanan wrote: »Hello,
I've came up with a petsorc build that does much more dps than magNB and all stamina toons (except stamNB). I've shared this build in our guild discord and it got so popular that every magsorc in our guild is playing my petsorc build. But it got completely out of hand. Last trial we had 5 petsorcs and you can't see anything trough 5 matriarchs, 5 scamps and 5 Attronachs.
Why stop there? Get everyone running Maw of the Infernal. Then you have 8 Daedroths, 8 Matriarchs, 8 Scamps, and 8 Attronachs. Hell, get your Tanks in on the fun, bring a couple Clanfears and even more Attronachs and Daedroths.Olupajmibanan wrote: »The real problem is, our trial group does not want non-pet magsorcs because they do really low DPS in comparison with magNB (why would you take non-pet sorc if you can take magNB which is a lot better?). But they don't want any petsorcs as well due to loss of vision. A war is starting, either other players are ragging because of all the pets around or magsorcs are raging because they won't be invited in trial group. I can't find a solution to this.
I was happy to see something different than magNB and stamina toons in our trial group. I was so happy to make magsorc competitive and secure them trial spot but pets size is unbearable.
Asking ZoS for hide pets option is certainly naive, but can anyone please come up with an addon that would hide, or at least reduce the transparency of pets? A lot of players from every corner would be extremely grateful for that.
Pets are pretty significant in a lot of ways, and shouldn't be hidden. At least not in combat. I can understand forcibly despawning them in cities, especially around the writ turn in station (or force them to stand well away from the containers.)
But... for PvE, you do kinda need to know what your pets are doing. For PvP, it's absolutely vital. You can use pets, intentionally, in PvP to screen for you. Players have to carve through all four of your buddies, and that's a lot of noise to manage, especially against a character with great, ranged, CC options.
So, being able to turn off the combat pets? I don't see it.
In the end, your raid leader sets the rules for their runs. If they say no pets; no pets. If they say, "magblade only," then you'd better have a nightblade. If they say the offtank must run Green Pact because they're a control freak... guess what? They're doing that, or choosing to lie about their loadout to the raid leader. It's their show, and they're the ones making the calls for how to configure their group composition to get the best results. Or, I should say, "the best" results.
That said, limiting everyone to magblades isn't the design goal, so someone chasing that is seriously short-sighted. Though, I'm not suggesting you take that argument to them. In general, you want a mix of classes, for the buffs and debuffs that only they can provide to the group. Then you need to decide which buffs you need, and which you can live without.
starkerealm wrote: »Pets cannot be hidden in combat since they do affect combat, can get agro on NPCs and more. HoF, pretty sure a pet will still cause feedback damage to the group if it is hitting the boss during the terminal phases which is one prime example. The group needs to see what is causing the damage instead of assume so they can tell the player to command their pets or do not use them.
I'd think this would have been fixed with the pet mechanic overhauls with Mirkmire, but I also think you're correct. I think they changed the Mage's Chain Lighting to no longer arc through pets, and they can't pick up infections in SO (though, I'm not sure they ever could), but I don't think HoF was changed. Granted, I don't get in there very often.
I would not expect HoF to have been changed since it is due to the pets actually doing damage during that phase. It is not a messed up mechanic, working as intended. It just requires players to properly command pets which is very simple.
But yes, throughout the game much of the issues pets caused in trials has been corrected, fortunately.
AcadianPaladin wrote: »Mostly, I want to morph my matriarch into a little pixie/fairy healer. A Sylvan Nixad would be wonderful.