RadiantPhoenix Posted August 2 Author Posted August 2 14 hours ago, Rudra said: The FFG and Dark Servant are pets. Like all other pets, you have to summon them to an available, open space. Several of Traps's pets/pseudopets are placed at the caster's location. Most notably: Acid Mortar and Poison Trap 1
Rudra Posted August 2 Posted August 2 (edited) 1 hour ago, RadiantPhoenix said: Several of Traps's pets/pseudopets are placed at the caster's location. Most notably: Acid Mortar and Poison Trap Acid Mortar and Poison Trap are immobile. FFG and Dark Servant are not. And I'm pretty sure Acid Mortar and Poison Trap can't be targeted and defeated by an enemy. (Edit: I have never seen any enemy attack my Acid Mortar. Ever. No matter how many enemies there are.) FFG and Dark Servant can. So I'm pretty sure Acid Mortar and Poison Trap are pseudo-pets. At the very least, they aren't full pets. Edited August 2 by Rudra
Burnt Umber Posted August 2 Posted August 2 I'm mostly fine with Tide Pool because it's a slow patch so it makes sense for me to need to place it; to the extent that the Barrier Reef pet tends to be near me rather than enter melee, it being a toggle might make more sense to some degree, but it does deny corruptors and defenders a consistent anchor for Shifting Tides while solo. Shifting Tides itself needs an anchor but its ability to be on friendlies does aid in avoiding the wait to re-toggle it often. And, FWIW, Acid Mortar is in fact a pet that can be defeated but is pretty tanky, and although it's a pseudopet, PGT can be defeated by enemy AoE and trigger.
Rudra Posted August 2 Posted August 2 4 minutes ago, Burnt Umber said: Acid Mortar is in fact a pet that can be defeated but is pretty tanky Good to know, but seeing as it is immobile, I still don't count it the way I count FFG and Dark Servant as pets.
RadiantPhoenix Posted August 2 Author Posted August 2 1 hour ago, Rudra said: Acid Mortar and Poison Trap are immobile. FFG and Dark Servant are not. And I'm pretty sure Acid Mortar and Poison Trap can't be targeted and defeated by an enemy. (Edit: I have never seen any enemy attack my Acid Mortar. Ever. No matter how many enemies there are.) FFG and Dark Servant can. So I'm pretty sure Acid Mortar and Poison Trap are pseudo-pets. At the very least, they aren't full pets. What I was saying later on with Barrier Reef, FFG, and Dark Servant is that because they are (uncontrollable) mobile pets that (mostly) follow you, you have no real reason to place them in a particular location. Thus, they should be placed automatically at your location with a single click or keystroke. Because powers should not require two clicks unless there is a very good reason to do so.
srmalloy Posted August 2 Posted August 2 (edited) 42 minutes ago, RadiantPhoenix said: Thus, they should be placed automatically at your location with a single click or keystroke. Heaven forfend that you might have to think and do something like /macro Reef "powexeclocation 0:5 Barrier Reef" instead of having everything done for you. Edited August 2 by srmalloy Corrected typo 1
Burk Posted August 2 Posted August 2 (edited) 2 hours ago, Rudra said: I have never seen any enemy attack my Acid Mortar. Ever. No matter how many enemies there are. Man, you and I have such a different experience here. I can't ever seem to keep Acid Mortar alive regardless of the circumstance. Even when it doesn't seem to be attacked by anything, it seems to randomly take damage. I will say that I see nothing wrong with Force Field Generator being automatically spawned at your location rather than having to target a location. It automatically follows you constantly and doesn't do anything else, so having to select a location just seems like an unnecessary step. Acid Mortar and Poison Trap actually feel like they should be targeted, if for no other reason than the fact that they are immobile. It feels wrong that something that will never move from the spot you put it is just randomly placed next to you instead of you being able to explicitly tell the game where to spawn it. 3 minutes ago, srmalloy said: Heaven forfend that you might have to think and do something like ./macro Reef "powexeclocation 0:5 Barrier Reef" instead of having everything done for you. I definitely do this, however, the fact that macros cannot show power cooldowns means that this solution can take up significant amounts of your power tray for otherwise little benefit. Edited August 2 by Burk 1 From Champion (Hero) and Infinity (Villain), currently playing on Everlasting. Former member of the Hammers of Justice on Champion. Raid leader for 'Everlasting TFs'. Mains: Trickery Girl (Ill/Rad Controller), Burk (Sword/Shield Stalker), and 9 other complete badge characters.
Psyonico Posted August 2 Posted August 2 48 minutes ago, RadiantPhoenix said: and Dark Servant Dark servant, much like Seeker Drones is best summoned inside a spawn. Since it has Chill of the Night, you want it in melee range ASAP. Similarly, Seeker Drones makes an excellent alpha cracker. What this team needs is more Defenders
Rudra Posted August 2 Posted August 2 (edited) 3 hours ago, RadiantPhoenix said: What I was saying later on with Barrier Reef, FFG, and Dark Servant is that because they are (uncontrollable) mobile pets that (mostly) follow you, you have no real reason to place them in a particular location. Except you do. I don't know about Barrier Reef as I have no Marine Affinity characters, but Dark Servant? You want Darkest Night and Chill of the Night in play as soon as possible. And in the case of Darkest Night, on hopefully a priority target. That means summoning the Dark Servant already positioned in combat and as close to what you want Darkest Night on as possible to increase the likelihood of it being placed on the desired target. (Edit: And for FFG? While not common, being able to make sure it doesn't just spawn in a damage patch considering how fragile it seems to be, being able to place its summon location does have some benefit.) Edited August 2 by Rudra
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