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View Full Version : Pet builds? is it possible to have both socery pets and gadgets?


Archived Post
09-01-2009, 08:26 AM
I want to try this at somepoint just not sure if it will work well.

Taking Sorcery and picking up Gadgeteering pets or vice versa. The way the summoning circles work they are temp pets so technically i could have munition bots, drones, and 3 zombies and maybe a imp or something from circle right?

any suggestions on spec? heavy on INT for sure

Archived Post
09-01-2009, 08:29 AM
I would wait on any pet build especially after this patch. I'm 20+ with fully upgraded medic drones/munitions bots/atk toy and since this patch.. the medic drone heal is no where near enough to keep the other pets up much less you and 1 AE will literally destroy all pets. I've got high pres/int even.

Archived Post
09-01-2009, 08:30 AM
I want to try this at somepoint just not sure if it will work well.

Taking Sorcery and picking up Gadgeteering pets or vice versa. The way the summoning circles work they are temp pets so technically i could have munition bots, drones, and 3 zombies and maybe a imp or something from circle right?

any suggestions on spec? heavy on INT for sure

You can definitely have all those pets out simultaneously, as my Caster in the OB showed.

In OB, quite a few of them were TERRIBAD though. The Circle Summons just feel mostly borked. They'd be good temporary pets if they didn't root you and make you vulnerable to KBs.

I would wait on any pet build especially after this patch. I'm 20+ with fully upgraded medic drones/munitions bots/atk toy and since this patch.. the medic drone heal is no where near enough to keep the other pets up much less you and 1 AE will literally destroy all pets. I've got high pres/int even.
Gadgeteering pets are light. The Sorcery summons can survive much more easily, at least.

Archived Post
09-01-2009, 08:53 AM
I run a turtle pet build, basically block+regen, pop pets wait for things to die. I use munition bots, wolf circle summon and nightmares. It works well, the wolf circle summon is WEAK in damage, good health. For example the wolf circle summon now does 10-15 damage on a master villain at 20. Yes you read right, AT 20! The munition bots do 20-40 damage every tick and to a whole group and there are 2 of them.

Sorcery is a beta test since beta test and will be for a while it seems.

I basically run the wolves because of the stupid retcon where once I chose to test today I couldnt spec out of it and I want sorcery pets for flavour. The munitions bots are there to actually help me win a fight.

Archived Post
09-01-2009, 08:58 AM
I run a turtle pet build, basically block+regen, pop pets wait for things to die. I use munition bots, wolf circle summon and nightmares. It works well, the wolf circle summon is WEAK in damage, good health. For example the wolf circle summon now does 10-15 damage on a master villain at 20. Yes you read right, AT 20! The munition bots do 20-40 damage every tick and to a whole group and there are 2 of them.

Sorcery is a beta test since beta test and will be for a while it seems.

I basically run the wolves because of the stupid retcon where once I chose to test today I couldnt spec out of it and I want sorcery pets for flavour. The munitions bots are there to actually help me win a fight.

depressing for sure, I was hoping there would be a method of pulling aggro and blocking while pets wear them down. Possibly picking up a heal to cone heal pets doing dps to keep enemy with threat gained

Archived Post
09-01-2009, 09:36 AM
I've been trying something similar. Hit 21 last night. Have rank 3 zombies (decent, if not very short duration), rank 1 munitions bots (rank 2 seemed to only add 1 pt more damage per hit, I'll get it eventually), rank 1 angel circle (rarely use it, but I'll rank it up later for condemn & heal) & rank 1 familiar.

Other abilities: sorcery shield, regeneration as my passive.

Future plans:
I'll get med bots, supernatural summons & condemn next.

Thoughts:

Zombies survive better than the others. And do better damage. Which, is actually a good thing since they only last ~20-25 seconds (I think around 2x that with the 2 pt advantage).

Munitions bots are my only aoe, and they are fairly decent when locked in place, but they die REALLY fast. I doubt the med bots will help much, especially after today's patch.

I don't think the familiar is meant to kill anything. He's just meant to be an extra energy battery for a sorceror. Because...um Skarn's Bane uses energy or something. Except that it doesn't DO anything as of last night soooo.....yeah, nigh pointless but he looks cool.

The real problem with the whole thing is pathing. I wind up resummoning my familiar & bots almost as often as the zombies, because they get lost, run off, die or all of the above. Pets no longer teleport with you like they did in beta (what the $%$%% devs - really??), instead they make horribly vain attempts to chase you. And they don't have travel powers. So yeah, that does not work.

In general, the character sucks, but I get by. I'm hanging in there in the hopes that they fix pets some day. I only paid for the 6month sub too, so I won't have a problem dropping it if things aren't turned around by then. So glad I didn't get the lifetime.

Archived Post
09-01-2009, 12:47 PM
I've been trying something similar. Hit 21 last night. Have rank 3 zombies (decent, if not very short duration), rank 1 munitions bots (rank 2 seemed to only add 1 pt more damage per hit, I'll get it eventually), rank 1 angel circle (rarely use it, but I'll rank it up later for condemn & heal) & rank 1 familiar.

Other abilities: sorcery shield, regeneration as my passive.

Future plans:
I'll get med bots, supernatural summons & condemn next.

Thoughts:

Zombies survive better than the others. And do better damage. Which, is actually a good thing since they only last ~20-25 seconds (I think around 2x that with the 2 pt advantage).

Munitions bots are my only aoe, and they are fairly decent when locked in place, but they die REALLY fast. I doubt the med bots will help much, especially after today's patch.

I don't think the familiar is meant to kill anything. He's just meant to be an extra energy battery for a sorceror. Because...um Skarn's Bane uses energy or something. Except that it doesn't DO anything as of last night soooo.....yeah, nigh pointless but he looks cool.

The real problem with the whole thing is pathing. I wind up resummoning my familiar & bots almost as often as the zombies, because they get lost, run off, die or all of the above. Pets no longer teleport with you like they did in beta (what the $%$%% devs - really??), instead they make horribly vain attempts to chase you. And they don't have travel powers. So yeah, that does not work.

In general, the character sucks, but I get by. I'm hanging in there in the hopes that they fix pets some day. I only paid for the 6month sub too, so I won't have a problem dropping it if things aren't turned around by then. So glad I didn't get the lifetime.

Alright, you only get one circle at a time so i dont see a point in getting more than one of those powers. Zombies are seperate along with familiar i believe. Having drones out and spamming the circle light summon could be cool if it can heal.

But while in a fight for awhile whats your max number of pets at this point "21". 2muntions,3zombies, 1familiar?

what i want to go for is basically 2drones,2mnitions,one circle summon, zombies, familiar, am i missing any? that hsould be max right?

Archived Post
09-01-2009, 12:59 PM
I would probably hold off on playing a pet-based character for now. Pets are just too broken. They go unresponsive and suddenly stop following you or obeying your commands.
They die quickly and most of them do really bad damage.

However, once its fixed a petmaster could be really interesting. You can have a SWARM of pets at once and even with individually poor damage all of them together could be crazy.

Archived Post
09-01-2009, 01:09 PM
Alright, you only get one circle at a time so i dont see a point in getting more than one of those powers. Zombies are seperate along with familiar i believe. Having drones out and spamming the circle light summon could be cool if it can heal.

But while in a fight for awhile whats your max number of pets at this point "21". 2muntions,3zombies, 1familiar?

what i want to go for is basically 2drones,2mnitions,one circle summon, zombies, familiar, am i missing any? that hsould be max right?

Depends on whether you can have more than one set of controllable pets or not.

The 2 from nightmare are uncontrolled, so should be able to be included anyway, as is fire snake and ball lightning.

Archived Post
09-01-2009, 01:23 PM
Supernatural wolfs are not a circle summon. My OB character had them and the wolf circle, worked at the same time just fine (except for inherent dowside of circe summons.)

Archived Post
09-01-2009, 01:30 PM
Depends on whether you can have more than one set of controllable pets or not.

The 2 from nightmare are uncontrolled, so should be able to be included anyway, as is fire snake and ball lightning.

Should not be a problem, unless its been changed from the end of beta event.
I had the wolves, healy bots, munitions, attack toys, circlepet and familiar and that worked. They all share the same petcontrols.

Archived Post
09-01-2009, 01:53 PM
Well at some level there will come a time where you will have a max number of pets do to the spawn timers and cast times. Where you will cycle through a few pets and your fist ones will expire and you will have to start that cycle over again.

anyone get high enough to see this yet or do the timers last long enough not to worry about? i only fooled with a few pets on my main and all the uncontrolled pets were short lived.

And yes pets are broken but doesnt mean i wont try it in hopes of a fix. And somepeople like minions to tell what to do! :D

Archived Post
09-01-2009, 02:07 PM
Alright, you only get one circle at a time so i dont see a point in getting more than one of those powers. Zombies are seperate along with familiar i believe. Having drones out and spamming the circle light summon could be cool if it can heal.

But while in a fight for awhile whats your max number of pets at this point "21". 2muntions,3zombies, 1familiar?

what i want to go for is basically 2drones,2mnitions,one circle summon, zombies, familiar, am i missing any? that hsould be max right?

I'm not taking more than 1 circle summon, sorry if I somehow gave you that idea. I took the radiant/angel one, because rank 2 gets condemn, and rank 3 supposedly has a heal (haven't tested yet).

Currently I have 1 circle, 2 munitions, 3 zombies, 1 familiar = 7 pets

Eventually I will probably have: 1 circle, 2 munitions, 2 med bots, 3 zombies, 1 familiar, 2 wolves, 2+ nightmares & probably 3 ball lightnings = 16+ pets

The nightmares are 2+, because you can summon more than one set if you have enough long-lasting targets to use.

Also note that I'm skipping the toy pets, you could get those too and bump that number up significantly.

Archived Post
09-01-2009, 09:21 PM
The thing is, having a large amount of pets usually doesnt work too well since most things die before you can get the last one out and when up against a supervillain or master villain you usually have to resummon since pets die quickly.

I believe that it is better to have a core of pets and then use the sigils too, since you can never realistically have all your pets out.

So far I have still been able to solo supervillains in instances using terrain and patience. The 2 DPS sigils can be grouped up tight for max damage by backing up into a wall or into a corner after pulling a group. Add to that your munition bots and one other high DPS pet and you have all you need. The nightmares are nice ranged DOT basically and work well too since you dont have to charge it up, tapping is good too.

If I ever get the chance to respec again through buying a full retcon in the c store or through a patch/nerf then I will most definately dump the circle wolf and go into the arcane tree and get the arcane summon, at rank 2 it has a nice close AE and much better single target DPS than the wolf. The angel is good too since it uses the (as yet) unnerfed Condem at rank 2. Further down the line I am thinking of building the force shield into it as well as the maintained arcane AE heal.

Also, using the force block shield is amazing as it adds a lot of energy during blocking and with an advantage even for a while after you stop and start popping pets, making your energy bar perma full.

Of course going the force shield route means that you have to wait until later to get pets from the sorcery tree as you will skip the eldritch shield.

All in all the turtle pet mage concept is great fun and tactical. Sure it doesnt take out groups as fast as other builds but it can solo (after the nerf patch) more than most builds can, just a little slower.

Archived Post
09-02-2009, 06:57 AM
I want to try this at somepoint just not sure if it will work well.

Taking Sorcery and picking up Gadgeteering pets or vice versa. The way the summoning circles work they are temp pets so technically i could have munition bots, drones, and 3 zombies and maybe a imp or something from circle right?

any suggestions on spec? heavy on INT for sure

In closed beta, I worked hard towards the following build, in open beta, I played it:

Build by championBuilder 0.2.4 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4131g7060023606112506417zz04 0170672017067101708500170f700350i7070h940160h95050 670502416025027zz062060630275y1085y2185y2155y2135y 2165y2175y20r25y0035y0051)

: Level 40 Champion

Superstats:
Level 5: Super Intelligence
Level 13: Super Presence

Powers:
Level 1: Sonic Blaster -- Accelerated Metabolism, Refraction Of Sound
Level 1: Particle Mine -- Ejector Module
Level 5: Bionic Shielding
Level 5: Teleport -- Rank 2, Rank 3
Level 8: Field Drones -- Rank 2, Rank 3
Level 11: Munitions Bots -- Rank 2, Rank 3
Level 14: Invulnerability -- Rank 2, Rank 3
Level 17: Summon Nightmare -- Rank 2, Night Terror
Level 20: Command Animals
Level 23: March Of The Dead -- Rank 2, Rank 3
Level 26: Tyrannon's Familiar -- Rank 2
Level 29: Attack Toy
Level 32: Thermal Reverberation
Level 35: Fire Snake -- Trail Blazer
Level 35: Swinging -- Flippin', Rank 2
Level 38: Orbital Cannon -- Anvil of Dawn

Talents:
Level 1: The Hero
Level 6: Jack Of All Trades
Level 9: Command Training
Level 12: Discipline Training
Level 15: Survival Training
Level 18: Field Ops Training
Level 21: Diplomatic


All the pets mesh nicely together, the nightmares were my favorite one, they were all I'd use endurance for in a fight, except supercharging my wolves, and heal drones.

This was going to be my main character, but each build since closed beta, has seemed to nerf pet AI, until one patch where they teleported to keep up with you, instead of disappearing. Now most pets get hung up on any elevation change, though ranking them up seems to make them follow you faster, I don't have the patience to get my Steampunk gal up past 12. The munitions bots damage is lackluster, with intel superstatted already, and heavily geared towards, the medical drones healing has gone into the toilet, I've got a text file with it at home, it doesn't even increase with rank( It seems to decrease, but they fire more quickly/reactively, at least to an eyeball perception, I can't text parse it, since I don't know the log commands for CO.)

Basically since launch, any character I have with a pet, doesn't summon them until just before a fight that looks like they'll be needed, and since now most pets seem to cost 3 points more endurance than equillibrium, that means I have to engage something to start summoning my pets... wish I could respec out and take a regular heal.

And to Smolder, in Open beta, other than the zombies running out, and me not caring about them, the only limit to pets was my endurance bar(or all the mobs dieing, since most extra pets take a target), since most of the charged pets were permanent pets, and I wouldn't use a circle pet, that just meant toys, fire snake, and nightmares... again, zombies just kinda shambled along, I never worried about them, they were around til fights ended, and easy to summon between fights.

My biggest complaints with pets are the lack of following properly/disappearing/going unresponsive, and the fact that they don't actually DO what you click on in the pet command bar. They don't dismiss properly so you can resummon them, if they're in a fight, or hung on a ledge, or too far away... They don't attack/heal your target when you click attack, or when you click assist. I can't figure out what any of the buttons aught to be doing other than dismiss, to be honest, since they don't seem to DO anything. As opposed to closed beta, where they were instantly reactive to any button press.

I figure they had to dumb down pet controls/AI for server load, anticipating tons of people having at least two pets.

Archived Post
09-02-2009, 08:13 AM
I think the pets in CO are not supposed to be follow around pets but rather summon in combat pets, if you play them like that then they work nicely, otherwise prepare to be frustrated by their pathing.

Every MMO that comes out with pets as a power always has pathing issues in the beginning, CO is no exception. It will get better.

Archived Post
09-02-2009, 03:51 PM
I think the pets in CO are not supposed to be follow around pets but rather summon in combat pets, if you play them like that then they work nicely, otherwise prepare to be frustrated by their pathing.

Every MMO that comes out with pets as a power always has pathing issues in the beginning, CO is no exception. It will get better.

They used to follow/teleport just fine...the munitions & medbots did at least, pretty sure the supernatural wolves did too.

I imagine things will be a little bit better when they fix this.