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 Post subject: mage / necro and pet --- oooold / bad memories :)
PostPosted: Sun Feb 24, 2008 5:42 pm 
Snakeslayer

Joined: Sun Feb 24, 2008 5:07 pm
Posts: 10
Location: Germany
1. will there pets be different levels again ?
- so we need to cast them repeatedly as long as the "maxed one" appeares by chance ? that was no fun- mana and timesink.

2. will we loose pets when zone, port or feign ?
- same comment as above ;) .

3. bonechips anyone ? ;)

4. get that malachit mine runnin MRs. Guildboss ;) :


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 Post subject:
PostPosted: Mon Jul 21, 2008 4:05 pm 
Rodent Annihilator
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Joined: Fri Jul 04, 2008 3:23 pm
Posts: 7
Location: Southern Germany
1. I hope so! It was fun and alot more immersive than it is now ;-)
And no one said you always need the best pet possible! :D

2. Zoning pets would be nice, but I am sure this wont be the case.
If I remember correctly pets wouldn't die when you feign in the beginning. This was patched sometime before Kunark.

3. & 4. Spellcasting without reagents would be lame! Of course it would simplify corpseruns for Necros and Magicians - but no Sir, I don't like it! :wink:


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 Post subject: pet and player
PostPosted: Tue Aug 12, 2008 12:27 am 
Snakeslayer

Joined: Sun Feb 24, 2008 5:07 pm
Posts: 10
Location: Germany
has the playerchar to do 51%+ of the damage to get the exe or not please ?!!! - forgot that.
if yes - downtime - ;) .

all magepets had and have on summoning a random 4 lvl range, necros a 3 lvl range. in nowadays eq all pets are summoned maximum anytime.

starting a char and hitting lvl 12 u could have got got a lvl 12 or 16 magepet "by chance" in early eq.

i still remember trying to solo something with just "the first casted" (mage-) pet got me killed several (!) times.
when grouped i recasted them too, because i didnt want them to be less then possible working for the group.
sure nobody needs the best pet anytime - but why not ?

chances seemed to be 1:4 on math, but i remember noting the counts and needing standard bout 5-8 casts for one random maxed pet. suppose therefore less chances to summon the biggie pet.

malachites and bonechips are cheap at pretty low levels for a mage and necro and dont count for me. but otherwise i remember even running oom for that cause - naked pet, nothing on it, just repeating to get the best one.

higher lvl pets cant be evaluated "on sight" and have to hit
low mobs to see the max hit damage for that.
- then zone and poof, rinse, repeat.


on eq start u could feign over night "on the right spot" and find urself levelled by the buisy pet next day. they didnt die on feign. dont know when timers were set.

i always thought these drawbacks are timesinks that just should prevent players from levelling too fast. really cant see why "immersion" should be have any connection here.

see u all and have fun :)


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 Post subject: Re: mage / necro and pet --- oooold / bad memories :)
PostPosted: Fri Apr 17, 2009 11:04 am 
EQCDB Guru
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Joined: Tue Apr 14, 2009 4:50 pm
Posts: 9
On the contrary Schwarzenberg, I remember using Feign Death even after Luclin and my Necro pet didn't die. I don't remember them ever taking that out.


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