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weebely
(Registered)
Posts : 12



darkness pets? 07/26/06 4:15 AM
hello:)

what is the range of the casters?
what type of dmg do they do?
how fast do they cast?
for how much do they dmg?
they stick 1 target till its death?
and are it the best pets in rvr to have ?

O,and does anyone know a good bondancer video?:)

many questions, i hoop u can anwser it:)
thx:)

Age
(!= post count)
Posts : 133713754



RE: darkness pets? 07/26/06 3:42 PM
im assuming here mostly.

1.range 1500
2.i think they are body or cold
3. dont know
4. dont know, but they are green to you so...
5. i assume so however they much prefer to melee then to cast, plus commander suicides
6. not in any one way, even against even-con players you would have green caster pets attacking them. you are better off supp with healer pets or even BA with better interrupter pets who would do more damage. (imho)

take this as you will, and have fun.
i assume you wanted to try the darkness spec of the BD. honestly if you want to do this than i encourage you to have fun with it.

video - http://vnboards.ign.com/forums/b1/93852640

Rashanala
(Registered)
Posts : 78



RE: darkness pets? 08/07/06 12:30 PM
The problems with Darkness spec are as follows.

A. Sending pets to attack sends commander on a rush towards his demise thus killing the entire point of RANGED pets.

B. Casters skells are still resisted SLIGHTLY too much.

C. Just like BA the pet level cap at higher lvls utterly trashes your 3rd pet whereas a 3rd pet healer cans till be useful.

D. The spec line nuke is slower casting than the base line nuker and adds a snare that's instantly broken by your pets. Immunity timers for snare and root are linked.

E. Your spec line nuke is weaker than your base line nuke. Oh wait I just said that.

F. Your base line nuke is a bit weak.

G. Darkness mages have a tendancy to randomly split attracting mobs and breaking mezzes. Btw once they say hello the the add they go melee.



All in all problems are not exclusive to the spec, but several are and could be fixed with minor balance changes if they ever would.

The most dangerous opponent is often the one you consider no threat.


Main server= Gareth. Classic= the way it's supposed to be.

Ghit
(Registered)
Posts : 1



RE: darkness pets? 08/15/06 8:25 AM
Personally I'd like to see the option of a "Bow" in the list of weapons for the commander. Should stop the suicide rush - what I hate is the healer dance - stupid pets run right through walls and BAF all kinds of interesting things.

Robotorz
(Registered)
Posts : 309



RE: darkness pets? 08/21/06 5:57 AM
Darkness pets are body afaik. You also have the body-debuff and I guess thats not only for the LT

Kobold: Shaman, Warrior, SVG, BD + RM.
Norse: Healer(pac), Healer(aug), Valk + Zerker.
All RR 8Lx+, ML10 + retired.

Kedal
(Registered)
Posts : 1048



RE: darkness pets? 09/01/06 12:02 PM
It would also be nice if you could have a caster commander similar to the necro pet. Have it nuke at range, then go melee.

Veni, Vidi, Voopsie!

Jbex
(Registered)
Posts : 58



RE: darkness pets? 09/13/06 7:15 AM
Range 1500

Darkness pets do COLD damage. Their nukes also have a snare component just like the spec dark dd. The damage type of the SNARE component (it's duration) is body, which is irrelevant as it will be broken swiftly

What others have failed to mention is that, while snare and root are on the same immunity timer, snare does not trigger that timer. Therefore if you snare someone, it will still be re-applied with the next snaring attack. However, should you root a target, they will be immune to snare untill the timer wears off for the root.

The pet cast time and actual damage is fairly irrelevant. They do two things - lock down the caster they are on and/or stop the target from chasing/running away from you by the time you account for the disease from the debuffer stacked with the snare dd. This allows your commander to catch up and style evernight, which is the main part of your pet dmg.

Commander suiciding is only a major problem if you send them into a big zerg. In that situation you should have all healers up, set on stay/passive about 1000 units behind the front line of the standoff while you do your thing.

The pets will randomly switch targets when the wind changes direction. (actually there is nothing random about it. It's a mob with an agro list and sometimes someone will get to the top of it regardless of who you sent the pet to kill)

The spec dd is also far too slow, you want to nuke with the baseline. The setup for all this would be 39 dark 37 sup. lvl 39 healer, 24 debuffer, i forget what the highiest lvl healer you can get with those two is, but that's your 3rd pet. if all else fails you ditch the nuker for a 2nd healer (the disease wont break on damage and lasts longer, along with it's other benefits)

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