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Sorcerer Pets - Are they good?

mcrippinsmcrippins Member RarePosts: 1,642

So i've noticed that Sorcs seem to be the only pet class. I'm fine with this, but how good are the summons in comparison to other trees, and how exactly do you benefit? Mainly curious to hear from a player who has a decent amount of experience with them to know if they regret going into that skill line.

Comments

  • OtakunOtakun Member UncommonPosts: 874

    While I personally don't have much experience with the sorc pets, I have a good friend who is a level 50 VR3 Sorc. He said while the pets wont seem very impressive since you cannot actively control their actions, you can change your attack patterns to make them tank and DPS the targets you want, so it's more like "your actions speak louder then words" for your pets. He has stated that he has won quite a few hard battles with their use and have been a huge part of his leveling process due to a lot of later level battles being with 3 or even 4 mobs. 

    So, in short, they are helpful for taking on groups which is important in this game. 

  • evilastroevilastro Member Posts: 4,270

    I found the Imp useless unless it blows up and dies.

    The gargoyle was OK for the benefits it gave once morphed (heal or mana regen).

    The storm elemental was super powerful, but that is to be expected from a super move.  Good for tanking in a tight spot.

     

    I think they will be decent filler for builds that don't plan to use more than 3-4 moves, probably more useful for melee / stamina users than casters (except the gargoyle with mana regen selected).

  • KatillaKatilla Member UncommonPosts: 829
    They really need to qork on the pet taunting and make it more effective
  • SkorganSkorgan Member Posts: 6
    Originally posted by Katilla
    They really need to qork on the pet taunting and make it more effective

    absolutely right! 

    in the other hand - pets are really ugly in the beta...

    image
  • DerrosDerros Member UncommonPosts: 1,216

    I think the summoning line will be best for the armor buff (with the health regen passive for +20% heath regen), as well as the Ultimate.  The passive that reduces the cost of ultimates might also be useful.

     

    The curse might also have some uses 

  • TaneonTaneon Member UncommonPosts: 53
    Originally posted by Katilla
    They really need to qork on the pet taunting and make it more effective

    Second that one...

     

    On the other hand OP, as you can imagine, they are great for solo play. Imp morphs into clanfear which if you use when questing makes the whole thing easier. Its kinda useless in group play or PvP. For that you use gargoyle, which has nice dps plus great morphed effect.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    Originally posted by Katilla
    They really need to qork on the pet taunting and make it more effective

    Not really... because if they did this, you would have no controll over it... I can imagine a tank driving mad, because pets keep taunting his agro...

     

    I would prefer if just one of the pets could morph intoo a tanking pet...

     

     

    One other question? how many pets can a sorcerer have out at the same time, i dont see any limitation nowhere in the descriptions preventing you from summoning a few different pets at the same time,  which could give some interesting gameplay...

     

    Also, do pets get lost, if i change weapons?

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • BonemaneBonemane Member UncommonPosts: 353

    Pets are great for soloing. Imp starts out good for tanking and a little extra damage. The clannfear is a decent tank and has a stun/knockdown ability. At one point I started taking on mobs about 7-8 levels over me without the need for a group. The storm golem is a beast once you upgrade it enough to stay more than 20 seconds, then it just does a huge knockdown effect and just destroys everything in the area while tanking like a mother. Whenever I have full super move, I pull as many mobs as possible (usually about 6-7 depending on spawn) and let me golem loose on them. Battle is over pretty much less than 15 seconds after I summon him.

    The boss monsters are the only ones that'll give you a run for your money, your pet will usually die at least 2-3 times during the battle and with the way they have potions setup (with the long cooldowns) this becomes a pain trying to re-summon them since the spell costs a lot of mana. You can summon multiple pets at a time too as long as they're different spells which can be fun running around with your own personal army.

    You can't control your pets actions though. You can however force your pet to attack by feinting some attack on a monster or w.e. (I forget what I do, but he just runs out and attack whatever I'm targeting). Other than that just throw something at a monster and run back a bit so your pet can aggro like in every other game.

     

     

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  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    Originally posted by Bonemane

    Pets are great for soloing. Imp starts out good for tanking and a little extra damage. The clannfear is a decent tank and has a stun/knockdown ability. At one point I started taking on mobs about 7-8 levels over me without the need for a group. The storm golem is a beast once you upgrade it enough to stay more than 20 seconds, then it just does a huge knockdown effect and just destroys everything in the area while tanking like a mother. Whenever I have full super move, I pull as many mobs as possible (usually about 6-7 depending on spawn) and let me golem loose on them. Battle is over pretty much less than 15 seconds after I summon him.

    The boss monsters are the only ones that'll give you a run for your money, your pet will usually die at least 2-3 times during the battle and with the way they have potions setup (with the long cooldowns) this becomes a pain trying to re-summon them since the spell costs a lot of mana. You can summon multiple pets at a time too as long as they're different spells which can be fun running around with your own personal army.

    You can't control your pets actions though. You can however force your pet to attack by feinting some attack on a monster or w.e. (I forget what I do, but he just runs out and attack whatever I'm targeting). Other than that just throw something at a monster and run back a bit so your pet can aggro like in every other game.

     

     

    This leaves just one of my questions unanswered.... Does the pet disapear if the sorcerer changes weapons?

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • BonemaneBonemane Member UncommonPosts: 353
    Originally posted by Lord.Bachus
    Originally posted by Bonemane

    Pets are great for soloing. Imp starts out good for tanking and a little extra damage. The clannfear is a decent tank and has a stun/knockdown ability. At one point I started taking on mobs about 7-8 levels over me without the need for a group. The storm golem is a beast once you upgrade it enough to stay more than 20 seconds, then it just does a huge knockdown effect and just destroys everything in the area while tanking like a mother. Whenever I have full super move, I pull as many mobs as possible (usually about 6-7 depending on spawn) and let me golem loose on them. Battle is over pretty much less than 15 seconds after I summon him.

    The boss monsters are the only ones that'll give you a run for your money, your pet will usually die at least 2-3 times during the battle and with the way they have potions setup (with the long cooldowns) this becomes a pain trying to re-summon them since the spell costs a lot of mana. You can summon multiple pets at a time too as long as they're different spells which can be fun running around with your own personal army.

    You can't control your pets actions though. You can however force your pet to attack by feinting some attack on a monster or w.e. (I forget what I do, but he just runs out and attack whatever I'm targeting). Other than that just throw something at a monster and run back a bit so your pet can aggro like in every other game.

     

     

    This leaves just one of my questions unanswered.... Does the pet disapear if the sorcerer changes weapons?

    No, I don't believe they do for weapons. One time my pet disappeared when I took the summon spell off my skill bar which seemed super odd for them to have that in the game, but that was awhile ago and I haven't tried it again. Other than that your pet literally teleports across bodies of water when you go swimming or across land he can't cross. It's a bit of a nice teleportation effect (my clannfear walks out of a purple portal), but catches you off guard sometimes lol, especially if you have the sound on max.

    Also note that when you have your pet summoned you permanently lose 10% of your mana (unless they nerfed it today) as long as he is there. So, you have less mana, but you get a tank and extra offense. 

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