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Summoned pets on active bar

  • Hilgara
    Hilgara
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    Hilgara wrote: »
    kitsinni wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    2 bars equal 10 and 2 ultimates. Put the same two pets on each bar that leaves you with 8 unique skills and 2 ultimates since the two pets will be on both bars.

    No it doesn't. 5 abilities. 2 used for pets. let me go slowly for you

    5 - 2 = 3 on both bars so 6 abilities and 2 ultimate's. 6 + 2 = 8 clear?

    I think he is making the point that the pets are still counted at least once as abilities. Since they are actually abilities.

    Your math completely discounts them. Like they are never even there. More true to the case would be,

    Fist bar is 5 skills. 3 other skills and 2 pets.

    Second bar is 3 skills. Since the 2 pets have to be there to keep them up. They are just space holders one this bar.

    5+3 is 8 and 2 ultimates is 10.

    Now you might not agree but that is what i think they were trying to explain.

    The question was how many abilities are you left with after you slot 2 pets on each bar.

    And anyway don't count pets as abilities. They are slightly more useful than cosmetic pets but only slightly. if you see someone with 2 pet in Cyro hurry up and kill him before someone else does. If you see the same guy in high vet get the hell away from him.
  • emeraldbay
    emeraldbay
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    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.
    Edited by emeraldbay on July 7, 2014 1:25PM
  • kitsinni
    kitsinni
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    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.
  • kitsinni
    kitsinni
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    Hilgara wrote: »
    kitsinni wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    2 bars equal 10 and 2 ultimates. Put the same two pets on each bar that leaves you with 8 unique skills and 2 ultimates since the two pets will be on both bars.

    No it doesn't. 5 abilities. 2 used for pets. let me go slowly for you

    5 - 2 = 3 on both bars so 6 abilities and 2 ultimate's. 6 + 2 = 8 clear?

    Is this the same slow math that has you thinking that NB skills scale with stamina and weapon power? Sometimes I wonder if you just come to the forums to spread false info.

    Since you enjoy it slow lets count sesame street style.

    Bar one X X X Pet Pet + Ulti = 6 coookies mmmm mmm mm cookkies
    Bar two X X X Pet Pet + Ulti = 6 -2 that were on bar one so 4 coookies mmm mmm mm coookies

    6 + 4 = 10 coookies mmm cookies 10 cooookies!!!
  • Tabbycat
    Tabbycat
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    kitsinni wrote: »
    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.

    Either way you count it, you still end up with 6 slots for unique abilities, 4 slots for 2 pets and 2 slots for ultimates.
    Founder and Co-GM of The Psijic Order Guild (NA)
    0.016%
  • kitsinni
    kitsinni
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    Hilgara wrote: »
    Hilgara wrote: »
    kitsinni wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    2 bars equal 10 and 2 ultimates. Put the same two pets on each bar that leaves you with 8 unique skills and 2 ultimates since the two pets will be on both bars.

    No it doesn't. 5 abilities. 2 used for pets. let me go slowly for you

    5 - 2 = 3 on both bars so 6 abilities and 2 ultimate's. 6 + 2 = 8 clear?

    I think he is making the point that the pets are still counted at least once as abilities. Since they are actually abilities.

    Your math completely discounts them. Like they are never even there. More true to the case would be,

    Fist bar is 5 skills. 3 other skills and 2 pets.

    Second bar is 3 skills. Since the 2 pets have to be there to keep them up. They are just space holders one this bar.

    5+3 is 8 and 2 ultimates is 10.

    Now you might not agree but that is what i think they were trying to explain.

    The question was how many abilities are you left with after you slot 2 pets on each bar.

    And anyway don't count pets as abilities. They are slightly more useful than cosmetic pets but only slightly. if you see someone with 2 pet in Cyro hurry up and kill him before someone else does. If you see the same guy in high vet get the hell away from him.

    Since when does not prefering an ability count as it not being an ability? Now I see why your math is wrong in so many posts you can't just not add something because you don't like it. Or in other cases add something that isn't there because you wish it was LOL.

    My budget for the year .. I don't like paying electric so I don't count that .. I don't like paying insurance so lets skip that too
  • emeraldbay
    emeraldbay
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    kitsinni wrote: »
    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.
    You don't seem to be listening. Here, let me highlight something for you...
    Therefore, you have 8 slots once you subtract the pets.
    Perhaps this makes my intentions a bit more obvious.
  • kitsinni
    kitsinni
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    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.
    You don't seem to be listening. Here, let me highlight something for you...
    Therefore, you have 8 slots once you subtract the pets.
    Perhaps this makes my intentions a bit more obvious.

    You can reword it any way you want at the end of the day we are saying the same thing.
  • emeraldbay
    emeraldbay
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    kitsinni wrote: »
    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.
    You don't seem to be listening. Here, let me highlight something for you...
    Therefore, you have 8 slots once you subtract the pets.
    Perhaps this makes my intentions a bit more obvious.

    You can reword it any way you want at the end of the day we are saying the same thing.
    The problem is...I haven't reworded anything. All I did was add some bold and italics so maybe you could understand why it's 8 and not 10.
  • Magdalina
    Magdalina
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    Leave pets on both bars then and they dont vanish.Still got ten powers

    They still vanish. You'd have to reactivate them and waste more mana. It's strange how some abilities will carry over with a weapon slot, but some won't.
    As has already been pointed out, they don't vanish if they're on both bars. Well, unless it's a bug.
    I thought "WTH" at first, too, but then it actually made sense - why the heck should you be able to use an ability you don't have on your bar?

    Personally, I tend to use Clannie on both bars. Great distraction and easy enough to resurrect. I do wish I had just one more key - 6 instead of 5 would really come in handy seeing as I have Clannie, Magelight and sometimes Bound Armor eating at the useful space, but I got used to it. Just gotta think what you need the most now and put it there=) In really difficult fights, chances are you won't have much time to use all 100500 abilities you'd like to, anyway - I barely have time to use a couple of attacks and/or a heal when things actually get challenging, gotta block, dodge, replenish mana, etc.
  • EinionYrth
    EinionYrth
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    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.
    You don't seem to be listening. Here, let me highlight something for you...
    Therefore, you have 8 slots once you subtract the pets.
    Perhaps this makes my intentions a bit more obvious.

    You can reword it any way you want at the end of the day we are saying the same thing.
    The problem is...I haven't reworded anything. All I did was add some bold and italics so maybe you could understand why it's 8 and not 10.

    It's 8 if you exclude the pets. Why would you do that? The clannfear is long term CC used properly. I don't always slot it but I certainly do sometimes and it can make the difference between dying to a pack to beating it comfortably.
  • emeraldbay
    emeraldbay
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    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.
    You don't seem to be listening. Here, let me highlight something for you...
    Therefore, you have 8 slots once you subtract the pets.
    Perhaps this makes my intentions a bit more obvious.

    You can reword it any way you want at the end of the day we are saying the same thing.
    The problem is...I haven't reworded anything. All I did was add some bold and italics so maybe you could understand why it's 8 and not 10.

    It's 8 if you exclude the pets. Why would you do that? The clannfear is long term CC used properly. I don't always slot it but I certainly do sometimes and it can make the difference between dying to a pack to beating it comfortably.
    I was under the daft impression that we were excluding the pets because we wanted to know how many other abilities we could slot if we decided the pets were mandatory.

    Apparently I misread something.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Hilgara wrote: »
    Hilgara wrote: »
    kitsinni wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    2 bars equal 10 and 2 ultimates. Put the same two pets on each bar that leaves you with 8 unique skills and 2 ultimates since the two pets will be on both bars.

    No it doesn't. 5 abilities. 2 used for pets. let me go slowly for you

    5 - 2 = 3 on both bars so 6 abilities and 2 ultimate's. 6 + 2 = 8 clear?

    I think he is making the point that the pets are still counted at least once as abilities. Since they are actually abilities.

    Your math completely discounts them. Like they are never even there. More true to the case would be,

    Fist bar is 5 skills. 3 other skills and 2 pets.

    Second bar is 3 skills. Since the 2 pets have to be there to keep them up. They are just space holders one this bar.

    5+3 is 8 and 2 ultimates is 10.

    Now you might not agree but that is what i think they were trying to explain.

    The question was how many abilities are you left with after you slot 2 pets on each bar.

    And anyway don't count pets as abilities. They are slightly more useful than cosmetic pets but only slightly. if you see someone with 2 pet in Cyro hurry up and kill him before someone else does. If you see the same guy in high vet get the hell away from him.

    If they did suck as abilities and weren't useful to have on a bar, this thread would not exists.
  • kitsinni
    kitsinni
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    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    kitsinni wrote: »
    emeraldbay wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    two bars doubles the abilities (when you switch weapons the bar changes), but two slots are identical reducing it down to eight.
    (Clanfear+Winged Twilight+(2*3 abilities) = 8 )(plus two ultimates).

    My post with the maths had an emote in it by accident, I've editted it.

    The part where everybody's getting this wrong is that the pets subtract two abilities from each bar. You have to count the pets twice, because they have to be on both bars for them to stay.

    Bar 1: 5-2 = 3
    Bar 2: 5-2 = 3
    Total: 3+3 = 6
    Add the two ultimates, 6+2 = 8

    Therefore, you have 8 slots once you subtract the pets.

    NO they don't. First bar is 5 regular + 1 ultimate two fo those are pets but they are still abilities. Second bar is 3 other abilites puls the same two pets plus 1 ultimiate. So bar one has 6 abilites, bar two has 3 new plus an ultimate. You don't just stop counting the pets on the first bar because they are on the second. You only don't count them on the second.
    You don't seem to be listening. Here, let me highlight something for you...
    Therefore, you have 8 slots once you subtract the pets.
    Perhaps this makes my intentions a bit more obvious.

    You can reword it any way you want at the end of the day we are saying the same thing.
    The problem is...I haven't reworded anything. All I did was add some bold and italics so maybe you could understand why it's 8 and not 10.

    Unless the point here is just to argue, or to argue semantics .. the math is the same .. the result is the same .. the skills are the same .. so what is the argument actually about?
  • EinionYrth
    EinionYrth
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    Hilgara wrote: »
    Hilgara wrote: »
    kitsinni wrote: »
    Hilgara wrote: »
    Demira wrote: »
    Leave pets on both bars then and they dont vanish.Still got ten powers

    I have to correct you that if the twilight and clanfear is out then its 6 total abilities that could be used not counting the ultimates - not 10

    8 Abilities plus two ultimates.

    What?

    There's 5 abilities. 6 with ultimate

    2 bars equal 10 and 2 ultimates. Put the same two pets on each bar that leaves you with 8 unique skills and 2 ultimates since the two pets will be on both bars.

    No it doesn't. 5 abilities. 2 used for pets. let me go slowly for you

    5 - 2 = 3 on both bars so 6 abilities and 2 ultimate's. 6 + 2 = 8 clear?

    I think he is making the point that the pets are still counted at least once as abilities. Since they are actually abilities.

    Your math completely discounts them. Like they are never even there. More true to the case would be,

    Fist bar is 5 skills. 3 other skills and 2 pets.

    Second bar is 3 skills. Since the 2 pets have to be there to keep them up. They are just space holders one this bar.

    5+3 is 8 and 2 ultimates is 10.

    Now you might not agree but that is what i think they were trying to explain.

    The question was how many abilities are you left with after you slot 2 pets on each bar.

    And anyway don't count pets as abilities. They are slightly more useful than cosmetic pets but only slightly. if you see someone with 2 pet in Cyro hurry up and kill him before someone else does. If you see the same guy in high vet get the hell away from him.

    If they did suck as abilities and weren't useful to have on a bar, this thread would not exists.

    In fairness, I would imagine they are pretty pointless in PvP; one would hope players are a tad smarter than mobs. I don't PvP much though.
    Edited by EinionYrth on July 7, 2014 2:00PM
  • Mountain_Dewed
    Mountain_Dewed
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    What about these pets/summoned creatures being able to spot us when stealthed? Anyone else notice this?
  • GnatB
    GnatB
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    Hilgara wrote: »
    pets have gone from, being totally useless to very situational now. Any sorc hogging 4 slots with 2 pets is a sign of someone with no clue.

    Or somebody that wants to play a summoner character.
    Shaun98ca2 wrote: »
    I don't see the Pet being on the hotbar any different than my Templar needing a self heal on his hotbar (I have it on both so I don't have to frantically weapon swap just to heal)

    How is that even remotely the same thing? You *do* have the option to simply have it on one bar, and swap weapons to heal. It's not like you lose the health you healed if you swap back, or the enemy heals for the damage you did before you swapped.

    Personally, I find it pretty silly that anything "turns off" when you swap bars, unless it's something that's actually tied to the weapon. Now, if damage/healing/cc you did with one bar gets undone when you swap bars, then I'd have no problem with pets/buffs being removed when you swap bars.

    But they don't. You cast a DD, swap bars, cast a heal, and you've both done damage and been healed. You summon a pet, swap bars, cast a dd, and all you've done is cast a DD.

    Now, ok, sure. Swapping weapons does take a small amount of time, so maybe buffs/pets on the other bar shouldn't be at 100% effectiveness. But they definitely shouldn't be at 0% effectiveness either.

    IMO if this was well designed, pets/buffs/debuffs/etc. would be at, say, 70% effectiveness when you swap to a bar that they aren't on, but would be restored to full effectiveness when you swap back. (and yes, this would included short term buffs and debuffs, not just toggled abilities)


    Achievements Suck
  • Falmer
    Falmer
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    Pets are pretty useless at higher levels for the cost. Having to take up 2 slots per summons is too high of a cost for what they provide.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    GnatB wrote: »
    Hilgara wrote: »
    pets have gone from, being totally useless to very situational now. Any sorc hogging 4 slots with 2 pets is a sign of someone with no clue.

    Or somebody that wants to play a summoner character.
    Shaun98ca2 wrote: »
    I don't see the Pet being on the hotbar any different than my Templar needing a self heal on his hotbar (I have it on both so I don't have to frantically weapon swap just to heal)

    How is that even remotely the same thing? You *do* have the option to simply have it on one bar, and swap weapons to heal. It's not like you lose the health you healed if you swap back, or the enemy heals for the damage you did before you swapped.

    Personally, I find it pretty silly that anything "turns off" when you swap bars, unless it's something that's actually tied to the weapon. Now, if damage/healing/cc you did with one bar gets undone when you swap bars, then I'd have no problem with pets/buffs being removed when you swap bars.

    But they don't. You cast a DD, swap bars, cast a heal, and you've both done damage and been healed. You summon a pet, swap bars, cast a dd, and all you've done is cast a DD.

    Now, ok, sure. Swapping weapons does take a small amount of time, so maybe buffs/pets on the other bar shouldn't be at 100% effectiveness. But they definitely shouldn't be at 0% effectiveness either.

    IMO if this was well designed, pets/buffs/debuffs/etc. would be at, say, 70% effectiveness when you swap to a bar that they aren't on, but would be restored to full effectiveness when you swap back. (and yes, this would included short term buffs and debuffs, not just toggled abilities)


    There shouldn't be any toggled abilities. Give them all a 30 second run time and call it done.
  • cabbageub17_ESO
    cabbageub17_ESO
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    That would be so annoying summoning pets every 30 seconds.
  • Tabbycat
    Tabbycat
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    GnatB wrote: »
    Hilgara wrote: »
    pets have gone from, being totally useless to very situational now. Any sorc hogging 4 slots with 2 pets is a sign of someone with no clue.

    Or somebody that wants to play a summoner character.
    Shaun98ca2 wrote: »
    I don't see the Pet being on the hotbar any different than my Templar needing a self heal on his hotbar (I have it on both so I don't have to frantically weapon swap just to heal)

    How is that even remotely the same thing? You *do* have the option to simply have it on one bar, and swap weapons to heal. It's not like you lose the health you healed if you swap back, or the enemy heals for the damage you did before you swapped.

    Personally, I find it pretty silly that anything "turns off" when you swap bars, unless it's something that's actually tied to the weapon. Now, if damage/healing/cc you did with one bar gets undone when you swap bars, then I'd have no problem with pets/buffs being removed when you swap bars.

    But they don't. You cast a DD, swap bars, cast a heal, and you've both done damage and been healed. You summon a pet, swap bars, cast a dd, and all you've done is cast a DD.

    Now, ok, sure. Swapping weapons does take a small amount of time, so maybe buffs/pets on the other bar shouldn't be at 100% effectiveness. But they definitely shouldn't be at 0% effectiveness either.

    IMO if this was well designed, pets/buffs/debuffs/etc. would be at, say, 70% effectiveness when you swap to a bar that they aren't on, but would be restored to full effectiveness when you swap back. (and yes, this would included short term buffs and debuffs, not just toggled abilities)


    I'll trade my two pets for the Templar's heals. :p
    Founder and Co-GM of The Psijic Order Guild (NA)
    0.016%
  • GnatB
    GnatB
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    There shouldn't be any toggled abilities. Give them all a 30 second run time and call it done.


    That's an interesting take. Personally, I tend to argue that any self buff in any game over about 2 minutes duration should simply be a toggle on/off. Guess if 30 seconds was the maximum length, then that wouldn't be an issue.

    I also sort of think EQ2 had the right idea way back when. No idea if they changed it or not, but if I remember correctly, you had 5 "slots" for active buffs (you cast). And all buffs were toggled, and took up 1 or more slots. Can't remember whether there were self only buffs, but in general any buff affected you and your party members. Only real downside was no drive by buffings, but on the bright side, if you wanted the advantages from a buffing class, you actually had to party with said class. You couldn't just pickup/buy the buffs and leave.
    Achievements Suck
  • Shaun98ca2
    Shaun98ca2
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    GnatB wrote: »
    There shouldn't be any toggled abilities. Give them all a 30 second run time and call it done.


    That's an interesting take. Personally, I tend to argue that any self buff in any game over about 2 minutes duration should simply be a toggle on/off. Guess if 30 seconds was the maximum length, then that wouldn't be an issue.

    I also sort of think EQ2 had the right idea way back when. No idea if they changed it or not, but if I remember correctly, you had 5 "slots" for active buffs (you cast). And all buffs were toggled, and took up 1 or more slots. Can't remember whether there were self only buffs, but in general any buff affected you and your party members. Only real downside was no drive by buffings, but on the bright side, if you wanted the advantages from a buffing class, you actually had to party with said class. You couldn't just pickup/buy the buffs and leave.

    The EQ2 style was concentration points and buff whether self or group or 1 other person took up a concentration point/2 or 3 to maintain. Choosing the RIGHT buffs of more than you can maintain was apart of the strategy.

    The pets would 100% become better if they were 30 cast and forget. Maybe keep the maximum Magicka reduction for each pet and then give the pets some extra love in HP/DPS and utility to account for the shorter duration + reduction cost so they become worth while without cost extra slots to maintain during a weapon swap.
  • Tamanous
    Tamanous
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    So many sorcs not utilizing their bonus 3rd bar saddens me. You have access to 5 additional powers slots even if slotting 2 pets on other bars! We get more slots for abilities than other classes! Clue in peeps.

    Volatile Familiar is a brilliant skill. I barely consider it a pet. It is more like a portable bomb. It blows up on bar swap if not slotted on the other bar. This works out great as swapping bars turns into a way to blow your bet up on demand ... and get magicka back! :wink: You can even blow it up for an aoe damaging stun WHILE you are stunned. I bet 99% of the player base does not know this.
    Edited by Tamanous on July 9, 2014 12:42AM
  • iidcjrii
    iidcjrii
    Soul Shriven
    Well, actually it's very lame. And I'll just bump these crying hologins oh well then you'd have like 2 extra abilities blah blah...no. No you wouldn't. I also find it hilarious how they will say, oh it's not lame it wouldn't be fair if they stayed up, yet then trash the pets as garbage and say if you use them you don't know what your doing. Wrong. So so wrong.

    Anyways, back to the question. You need to have them both slotted in the same spot on both bars, but if your as stupid as I am (yakno since I have a pet build and don't know what in doing) what Iv done, is DW/Bow.

    I'm on PS4 so I do R1, L1, Square triangle circle in that order.
    DW
    1. Mages wraith
    2. Lightning splash
    3. That duel wield attack that heals you
    4-5 pets

    Bow
    1. Arrow rain
    2. Posin arrow
    3. Lightning Form
    4-5 pets

    With this set up you have 2 heavy AOEs a pet heal and a pet spell, armor, a and a healing attack, don't need much more.
    Now if it wasn't lame as heck and Unsummoned your pets, you'd beable to add two more UT spells which is severely lacking with this type of build: but if your skilled enough you could be very dangerous with these garbage pets that you don't know what your doing with.
  • DivinityDay
    DivinityDay
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    iidcjrii wrote: »
    Well, actually it's very lame. And I'll just bump these crying hologins oh well then you'd have like 2 extra abilities blah blah...no. No you wouldn't. I also find it hilarious how they will say, oh it's not lame it wouldn't be fair if they stayed up, yet then trash the pets as garbage and say if you use them you don't know what your doing. Wrong. So so wrong.

    Anyways, back to the question. You need to have them both slotted in the same spot on both bars, but if your as stupid as I am (yakno since I have a pet build and don't know what in doing) what Iv done, is DW/Bow.

    I'm on PS4 so I do R1, L1, Square triangle circle in that order.
    DW
    1. Mages wraith
    2. Lightning splash
    3. That duel wield attack that heals you
    4-5 pets

    Bow
    1. Arrow rain
    2. Posin arrow
    3. Lightning Form
    4-5 pets

    With this set up you have 2 heavy AOEs a pet heal and a pet spell, armor, a and a healing attack, don't need much more.
    Now if it wasn't lame as heck and Unsummoned your pets, you'd beable to add two more UT spells which is severely lacking with this type of build: but if your skilled enough you could be very dangerous with these garbage pets that you don't know what your doing with.

    O.O Okay Mcfly, I see you just hit 88mph on the Delorean.
    @AmariaNaria's chars:
    NA - PC
    Divinity Day Sorc DPS - AD
    Amaria Day DK TANK - AD WW
    Talia Shade NB BOW/DW - AD WW
    Amaria Naria NB 2H/DW - AD WW
    Kali Day Magplar - AD VAMP
    Dekaria Bombblade AD


  • iidcjrii
    iidcjrii
    Soul Shriven
    PS Also ZOS knows it's lame as well which IMO is why all the summoning passives are for when your pets die or are unsummoned. You could effectively kill them purpose during battle anduse the passives as a gain in resources but I find that as a little tedious and too much work for little reward.

    My current sorc (after I re rolled after finding out about this pet unsummoning) is insane. GreT damage but very boring solo play

    I paint them all in that staff spell elemental weakness or whatever then just run up hit light splash wall of elements and lightning form and before o even hit a single target they are mostly all half dead, crack a couple lightning bolts on them and move on to the next group. After about 10 levels of that I'm not gonna lie I got pretty bored, so since then I've been trying for hybrids, or different made builds, but I always come to the conclusion that if whatever build I had, had maybe one spell from another class it would be insanely fun but then that would be what I CONSIDER lame bc then you would be extremely op. I'm currently running a staff NB and admittedly no I don't know really what I'm doing with this build lol, I just like the shadow skill, a lot, (very truly depressed theirs no TRUE stealth build in this game) so as of right now I shadow, veil strike for stealth crit, health siphon then wall of elements then last button is the execute ability. Very very basic setup but it works well, and rarely have to worry about resource, I do ATM but I'm very low level with cheap gear, and I'm not really worrying about it, it last me through about 5 mins straight up then after that is when I have to start heavy attacking for mans back. I have no idea what to do with my second bar though. I thought resto bc I will need heals but bow for the rain of arrows would be pretty Bada** with wall of elements. If anyone runs a NB mags some tips would be helpful.
  • lagrue
    lagrue
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    EDIT: I didn't realize this thread was necro from almost 3 years ago. Seriously people, Necromancer isn't a class yet - don't revive dead threads -_-
    Edited by lagrue on July 7, 2017 5:31AM
    "You must defeat me every time. I need defeat you only once"
  • Sibenice
    Sibenice
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    I'm all for bringing Necromancy to Tamriel in ESO. I enjoyed it greatly in Skyrim, especially with mods...

    But this is definitely not the way to go about it.
  • O_LYKOS
    O_LYKOS
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    If you have 5 pc set bonus on one bar but switching bars only gives you 4, is that also lame? It's mechanics of the game. Get used to it.
    PC NA - GreggsSausageRoll
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