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| Pets! Imps, Felhunters and Doomguards Oh my! Anything and everything relating to the Warlock Minions. |
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#1 (permalink) |
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Member
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Pet Defensive in 3.0.x
Defensive pets will attack as soon as you engage in combat.
When I do my dailies, I usually just spam SB, and as the second SB flies out, I send the Felguard to intercept and cast my third and somtimes fourth SB. Now I have to tell the Felguard to follow after my first two SBs or he won't be able to intercept. So now my Felguard is on perpetual Passive, and I have to deal with a lot more pet management than I wanted... ![]() Any chance of someone putting through a suggestion to change Defensive back to what it was? ![]() |
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#2 (permalink) |
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Member
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Character Info
Netheriol 70 Human Warlock laughing skull EU Euro PvP Guild: <Laid Back> Talent Spec: 0/56/5 |
Re: Pet Defensive in 3.0.x
i like the new one i think its better he can get aggro before your spell hits so you dont have to worry about it so much
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#3 (permalink) |
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Member
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Character Info
Malhavoc 70 Undead Warlock Khadgar Euro PvE Guild: Nocturne Profile: Blizzard Armory Talent Spec: 43/0/18 |
Re: Pet Defensive in 3.0.x
So now it's not "attack what attacks me" but "attack what's in combat with me?" seems nice!
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#4 (permalink) |
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Member
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Character Info
Kalium 80 Human Warlock PvE |
Re: Pet Defensive in 3.0.x
I second this change was good... set intercept to auto cast. He won't use it if he is too close to target so you can pretty much keep it on at all times. Works great in my experience.
Kalium |
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#5 (permalink) |
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Member
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Character Info
Reubicant 70 Blood Elf Warlock Mug'thol US PvP Guild: Basher LLC Profile: Blizzard Armory Talent Spec: 0/21/40 |
Re: Pet Defensive in 3.0.x
So then what does aggressive do? Attacks any mob within 40 yards even if you're out of combat?
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#7 (permalink) |
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the Hallowed
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Character Info
Ammit 80 Gnome Warlock Ravencrest US PvE Guild: FIRESTORM Profile: Blizzard Armory Talent Spec: 0/56/15 |
Re: Pet Defensive in 3.0.x
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#8 (permalink) |
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Member
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Re: Pet Defensive in 3.0.x
Well the point was to let him engage at the optimal time, and that time will change depending on who I'm fighting and how I'm fighting.
With my dailies, I don't care about aggro. Melee mobs will at most get in one stab at me before they go down. But casters are different. Using the intercept to interrupt casting, I can come out of caster fights completely unscratched. Of course I could just let him grab aggro but that's soooo slow...remember he starts his attack motion when you enter combat. What that means, is he only starts to walk towards the mob the moment your first offensive spell cast is done---i.e. once your first SB is on its way. If you're spamming SB's, he will never be there in time to gain aggro. You need to Intercept for the Felguard to obtain aggro when you're spamming SB. I don't like putting Intercept on autocast. To me, the value of Intercept lies in its stun, and stuns with significant cooldowns (such as this one) are best reserved to when they are needed. Things like I engage a mob and suddenly another spawns right next to me. I would then wait for three to five seconds (mobs idle for a few seconds after spawn, no worries of aggroing them; waiting out this time also allows the Felguard to build more threat on its current target) and then Intercept. I continue to take down the old mob and then turn my attention to the new spawn. Anyway I can live with it, doesn't break anything, it's just a minor annoyance, but I don't think it's a good change. I'll have to see if I can get used to it and really test whether there are good grounds for this change. (I'm aware of people who go as far as macroing /petattack onto a curse, though, so I can sort of see where they're coming from.) It's Day One of the New Defensive Minions, and I hate it. ![]() Last edited by Figgs; October 23, 2008 at 11:57 AM.. |
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