Exotic pet abilities: Make some changes plz?

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TygerDarkstorm
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Re: Exotic pet abilities: Make some changes plz?

Unread post by TygerDarkstorm »

Eh, I remember making both specs work at 80. Depends on the person playing the spec really. BM is a lot less focus intensive compared to SV and has a lot less buttons (thus making it attractive to people still learning the focus system when 4.0.1 came out). If you hit KC on CD, you'll see lots of big pretty numbers from your pet. Hell, I'm getting my level 83 dps specced shale spider to crit for 10k while I'm out questing.

Either way, this discussion is derailing the topic so that'll be my last word about it. Everyone plays the spec they like.

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Re: Exotic pet abilities: Make some changes plz?

Unread post by Kalliope »

TygerDarkstorm wrote:Eh, I remember making both specs work at 80. Depends on the person playing the spec really. BM is a lot less focus intensive compared to SV and has a lot less buttons (thus making it attractive to people still learning the focus system when 4.0.1 came out). If you hit KC on CD, you'll see lots of big pretty numbers from your pet. Hell, I'm getting my level 83 dps specced shale spider to crit for 10k while I'm out questing.

Either way, this discussion is derailing the topic so that'll be my last word about it. Everyone plays the spec they like.
No one said anything about people not being allowed to play the spec they like.

You stated earlier that BM was considered the PvP spec in 4.0.1. I replied that it wasn't, despite a number of hunters going BM during that patch.

Not sure where you got the rest from. :D

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Re: Exotic pet abilities: Make some changes plz?

Unread post by TygerDarkstorm »

Just going off what I read all over the MMO-Champ forums when the patch hit.

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Re: Exotic pet abilities: Make some changes plz?

Unread post by Kalliope »

They're not always the best informed there. ;) Just take it from whence it comes. :D

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Re: Exotic pet abilities: Make some changes plz?

Unread post by Acherontia »

Rawr wrote: Kurasu, they don't stack, Acherontia is yanking our chain and/or trolling.
Oh really.

If you'll recall (or apparently you won't), when the new abilities came out, they were noted to stack here on Petopia. I'd screenshotted it myself. The last time I'd checked, they had still stacked. It was talked about on this forum. >.>

If they've changed it since then, then I'm wrong, obviously, but I'm certainly not trolling.

On a sidenote, as far as I know (on PTR at least) the specs should be more equal for PvP :) I'm looking forward to possibly being a viable partner choice, although resilience has already made it much better.
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Re: Exotic pet abilities: Make some changes plz?

Unread post by Kurasu »

Acherontia wrote:
Rawr wrote: Kurasu, they don't stack, Acherontia is yanking our chain and/or trolling.
Oh really.

If you'll recall (or apparently you won't), when the new abilities came out, they were noted to stack here on Petopia. I'd screenshotted it myself. The last time I'd checked, they had still stacked. It was talked about on this forum. >.>;
Forgive some thread-hijacking for this: did the *abilities* stack, or were both debuffs just mentioned on the bar? That is to say, had anyone tested whether they were actually stacking with some healing abilities?

I'm not saying they don't stack or that they *do* stack. But if they do, I A) am pretty sure it's unintended, and B) have just got all the more reason to keep a Devilsaur as one of the permanent members of my raiding group until they fix it, or if it *is* intended. :D
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Re: Exotic pet abilities: Make some changes plz?

Unread post by Acherontia »

They definitely stacked in the past--both buffs and icons, but testing it now, they don't--I don't have anyone to use right now to see if the actual debuff is working, but the icon isn't doubling up so I'm guessing they no longer stack. When they were both 25%, it was a -50% healing, I'm almost positive (and I'm absolutely certain they both APPLIED, at least, icon-wise). Hopefully this info helps some. I know some of the old MS effects stacked, when they varied in %, but I assume it's all been ironed out now.

But I swear I wasn't trolling! :lol:
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Re: Exotic pet abilities: Make some changes plz?

Unread post by Kurasu »

I didn't think you were trolling, Ach! I thought you were misinformed, mistaken, or were running on old information. :) And I thought that possibly, potentially, they *might* still stack, which as I said would make Devilsaur ability absolutely fantastic in PvE *and* potentially PvP. Too bad they don't, but not unexpected.

When I asked my question, I was asking genuinely. In the 'You can't know the truth without asking' way. :D What secrets would never have been discovered in WoW if one person wasn't asked 'Prove it' and did, eh?
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Re: Exotic pet abilities: Make some changes plz?

Unread post by Acherontia »

Oh no no, someone else said I was!! Not you :D
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Re: Exotic pet abilities: Make some changes plz?

Unread post by Lisaara »

Acherontia wrote:Oh no no, someone else said I was!! Not you :D
Psh. You're secretly a troll....you has tusks! *dramatic druid!* O-O

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Re: Exotic pet abilities: Make some changes plz?

Unread post by Kalliope »

Regardless of whether the debuffs stack, the fact remains that the devilsaur application of the debuff is free for the hunter, whereas widow venom costs a gcd. ;)

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Re: Exotic pet abilities: Make some changes plz?

Unread post by TygerDarkstorm »

My boyfriend and I were kind of bouncing ideas off each other the other day. I was telling him about this thread and he said that a fear on a pet would be really cool since it's something we haven't seen before. I said yes, it would be, but not on the devilsaurs as proposed here. (Even though I played devil's advocate about the new monstrous bite (I really liked the old one), I'd still rather have the mortal strike debuff over an AoE fear.)

I would leave the devilsaurs as they are now and give the fear to the rhinos in place of their useless bleed enhancer. We have three pets that increase bleed damage, and I feel that the rhinos are the pet least in need of bringing that debuff because BM hunters don't have bleeds. Horn toss is already a bit of a PvP ability, so in my opinion, since Blizzard seems to be wanting to make tenacity pets viable as more than tanks, why not give the rhino a fear? (Probably single target fear as opposed to an AoE one.)

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Re: Exotic pet abilities: Make some changes plz?

Unread post by Acherontia »

If they DID add a fear, which tbh I think would be a bit OP, but if they did, it would hopefully be to at least 2 families. I don't get rhinos right now--knockback and +bleed?--but I'd want something I can PvP with, and for that I prefer Cunning (Roar of Sacrifice is just immense). I could live with it on a Ferocity pet too, but I'd hope something powerful in PvP wasn't given only to a Tenacity pet--although I've never tried out Intervene, to be fair :lol:
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Re: Exotic pet abilities: Make some changes plz?

Unread post by TygerDarkstorm »

I like tenacity pets in PvP just because they can usually take a bigger beating. I figured since this was a brainstorm thread, I'd throw the idea out there.

At least two families with the ability would be nice, however, devilsaurs are the only pet that can provide mortal strike, which means that MM and SV hunters have to provide that debuff on their own anyway if they need to. And Kalliope said that SV's the best for PvE and PvP at the moment.

Perhaps they could change widow venom (or remove it altogether) since when I suggested we use it manually, some people complained. Why not just remove the ability, or change it, and give two pets (one BM--the devilsaur--and one normal) the mortal strike debuff?

I figure a pet with a fear might be a little OP, but we as hunters already provide a neat little array of utility as it is, I think it could be a neat thing to add if done right. Perhaps changing widow venom to be a terror (like the spriest talent)?

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Re: Exotic pet abilities: Make some changes plz?

Unread post by Kalliope »

Widow venom would be better if it did something in addition to being a healing debuff (like mortal strike) or was passive (like wounding poison). As it is, we're using a gcd just for the debuff, which no one else has to do. Is this a tradeoff for it being a ranged ability? Possibly. But considering how fast it gets dispelled, it's generally not a practical choice, at least not in my experience.

Edit: Herp derp, used "class" instead of "ability."

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Re: Exotic pet abilities: Make some changes plz?

Unread post by TygerDarkstorm »

That's why I suggested a change for it altogether, or them just dumping the ability.

Edit: To sort of reiterate, I was playing devils advocate for the ability as we are capable of using it on our own. The devilsaur bringing the debuff is clearly more convenient and saves us a GCD and focus.

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