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Old 03-03-2008, 05:54 PM  
The Original
 
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Default Conjuror Bugs and concerns:

This will be a rolling list that will be updated when something gets fixed or new bugs/issues are discovered.
Feel free to post here for discussions,work arounds and new bug disco's.

This list will be forwarded to soe dev in charge of spell/class mechanics and will have a date next to the bug that it was added to this list.

BUGS:

Pet line of sight issue-03/03/08

When engage a mob if there is a very slight decline/incline or a obstacle the pet will sit there in casting motion but can not see the mob to cast a spell on it.

Also if there is same graphic collision of any type........ even if the owner can cast on the mob the pet will not even engage regardless if the owner is 1 meter away from mob.

Spell damage bug-03/03/08

Due to various reasons +spell damage from modifiers will drop for unknown reasons due to conflict with gear or buffs.This effects all casting classes and can be fixed usually by removing gear then putting the gear back on.Sometimes need to relog to fix this bug.

Unabate not applied-03/03/08
If pet dies or if you summon another pet the AA buff unabate is not applied to new pet.Its a toggled buff so if its up on my self should automatically be applied to pet.

Pets can't be put into the built-in Hotkey\Macro "target" box03/04/08
For instance if i wanted to make a hotkey\macro to cure my pet of an Arcane effect or and Elemental effect (from our AA Line) i'd have to directly target my pet and cast the cure.

Vampire bats not recognized as a spell-03/04/08-updated: 05/26/08

spell procs do not affect this spell------------Update: +spell damage now works with this spell.

ISSUES:

Pet follow-03/03/08-Update: 05/26/08

The pet due to lack of speed and pathing problems will often fall behind the owner sometimes a very large amount.Can be fatal on PVP servers or if engaged a mob and the pet isn't there to protect you.--------------------------------------------------------------------.UPDATE: Semi fixed with pet warping to owner when the distance is far enough 50 meters or so.Not reliable enough and in pvp will still leave a conj hanging out to dry defenceless.Still a issue that needs to be addressed since it effects gameplay and hampers conj survivability.

Swarm pets Issues-03/03/08
They die to just about every AE .Need to either be made AE immune or HP increased greatly so that these spell lines will be worth casting.As it is right now Pyro/and swarm line are just filler spells.

Swarm pets dont crit
Why dont they?I see no reason why they shouldnt like every other spell.-03/16/08

Pet Improvement Modifiers-03/03/08

Unless you are at the very end game of a tier there is just about no way to improve performance of the pet by means of modifiers on gear that improves players.

As a conjuror our pets are a extension of our selfs and are a major portion of our damage capability.To progress our pets the same as we progress our character our pets should share same effect on gear that it owner benefits from.Or there need to be implemented more unique summoner/conjuror based gear towards improvement of pets.

Conj buffing times-03/03/08
Between summoning a pet /self buffs/pet buffs/grp buffs our downtime to get back into a fight is huge.Perma buffs to pet if died within a short time would streamline this greatly.


Conj air pet problems-03/16/08

The scout pet was changed to monk pet and overall has hurt it.Overall avoidence is very poor even compared to tank pet due to a large portion of its avoidence is gained from the skill deflection.Since Conjs do not have any buffs to raise this improving it isnt possible.

The damage capability is poor except in very situational cases when compared to the mage pet.A bump in DPS is badly needed.

Graphically this pet is hard on the eyes.Complete new graphic is needed.

Hot key icons-Pet buffs-04/01/08

When pet is out of range of buffs the hot key spell icon does not grey out.

Missing Spell/CA for pets.-05/26/08

Every time a summoner gets a new tiered pet the pet gains a new spell/ca to help improve its dps and give it more options when it attacks. With RoK pets...... they have not recieved this new Spell/CA as been the precident of earlier pet upgrades.

Date and Gm fowarded to:

04/01/08
Lyndro
Aeralik

06/29/08
Lyndro
Aeralik
FIXED BUGS AND ISSUES:

Last edited by bigron; 06-30-2008 at 12:41 AM.
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Old 03-03-2008, 05:56 PM  
The Original
 
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Default Re: Conjuror Bugs and concerns:

Just threw this basic list up here for people to add to.There is a few i prob missed but just got home from work and these are first things that came to mind.
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Old 03-03-2008, 06:22 PM  
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Default Re: Conjuror Bugs and concerns:

ISSUES:


Problem: Conjurors take too long to buff up.
Solutions:
1. Reduce the cast time of our main pets (once summoned they could have the same buffs as the pet that has just died)
2. Modify unabate / magi shielding to be always on (like they did with our old pet AA buffs).


Problem: Enhance Self Stone skin works better than Vehement skin
Solution: Make vehement skin (pet stoneskin) absorb expire (sacrifice)
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Old 03-03-2008, 06:39 PM  
The Original
 
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Default Re: Conjuror Bugs and concerns:

Quote:
Originally Posted by Belgue View Post
ISSUES:





Problem: Enhance Self Stone skin works better than Vehement skin
Solution: Make vehement skin (pet stoneskin) absorb expire (sacrifice)
Dont see that as a problem or a bug.The spells are each doing what they are suppose to do.veahment blocks melee and stoneskin blocks everything.


Sacrifice is not suppose to take effect with death prevention spell on it....and well thats exactually what stoneskin does ...can prevent a death blow.
I could actually see them nerfing the ability to sacrifice with stoneskin up.


Added Conj buffing times and reminded me on the unabate bug since it is a toggled effect.

Last edited by bigron; 03-03-2008 at 06:50 PM.
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Old 03-03-2008, 06:40 PM  
Squishy does NOT mean useless...just check the Parse if you have questions.
 
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Default Re: Conjuror Bugs and concerns:

Quote:
Originally Posted by Belgue View Post
ISSUES:

Problem: Enhance Self Stone skin works better than Vehement skin
Solution: Make vehement skin (pet stoneskin) absorb expire (sacrifice)

Word of caution with this scenario.. make waves with this one and I can almost promise you.. they won't fix vehement skin, what they will do is.. take away the absorbsion from Enhanced Stoneskin...
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Old 03-04-2008, 11:23 AM  
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Default Re: Conjuror Bugs and concerns:

Haven't seen this discussed before, is Communion bugged? Seems like the summoned pets appear with the main pet hitpoints taken into account. Not a huge deal with the mythical pet, but with the adept 3 mage pet the tank and scout pets spawn with their health in the red. If tank pet is out, the scout and mage pets spawn with full health.

Also, is there a reason the Vampire Bats spell is not effected by +spell damage? It doesn't seem to proc PotM either.
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Old 03-04-2008, 11:55 AM  
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Default Re: Conjuror Bugs and concerns:

This would be listed under concerns or issues:

Fire Seed\Magma Seed line of spells are currently useless to cast on more than 1 melee because it's a 16s DoT that overwrites itself. Not only that but it already has a base 20% chance to proc on any melee hit, why have an AA line to increase the proc chance further? Not to mention 3 piece set bonus on Eof AND on RoK conj set gear that also increases it's proc rate further.

So you basically have a 1 in 5 melee hit chance in proc'ing a 16s DoT that is essentially up the whole fight, but overwrites itself making it meaningless to put on more than 1 melee class in your group. Would do better switching it back to it's old incarnation that was a DD proc with the 16s duration and still did the second effect when a mob died. I don't care if the DD it did was for only like 150 dmg, at least it can be applied to more than 1 melee class and be useful sense it does take a conc slot.
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Old 03-04-2008, 12:25 PM  
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Default Re: Conjuror Bugs and concerns:

This issue seems to be a bug:

Pets can't be put into the built-in Hotkey\Macro "target" box. For instance if i wanted to make a hotkey\macro to cure my pet of an Arcane effect or and Elemental effect (from our AA Line) i'd have to directly target my pet and cast the cure.

Apparently, putting the %m shortcut in the "target" box doesn't cause me to use that spell\ability on my pet. If i rename my pet to another name other than my own it still doesn't cast a cure on the pet, it casts it on whomever i have targeted or am assisting. It's very annoying on AE encounters where curing certain effects is important or else your pet could die or underperform, like Overking's Inferno AE, Mayong's blanket, etc.

I can imagine it would be very problematic on PvP as well if a summoner can't cure their own pets of a mez, root, stun, stifle, dot, or whatever without having to directly target it in a heated battle, losing the target they were originally casting on..unless the pet has that same target and you assist through the pet.

Or at the very least give us a pet "cure all" ability with a 10s refresh then, or just add the cure component to our pet heal if it's too hard to code for us to add %m to our "target" box for curing out pets.
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Last edited by Malachyte; 03-04-2008 at 12:36 PM.
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Old 03-04-2008, 12:31 PM  
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Default Re: Conjuror Bugs and concerns:

Another couple things that would go under Issues:

Any particular reason why Mages STILL have to wait 10s to re-cast cure arcane? Other classes can recast it instantly for healers, and some who get it via AA can recast it with about a 4s reuse. Even our Elemental Cure AA has a 4s recast, it's not instant, but 4s is alot better than 10s. Mostly, because of what i listed earlier with having to cure our pets as well, 10s is too long to wait to be able to recast this.

And can you PLEASE fix our Dispel Magic Line...Currently, there isn't any buffs in game on mobs where dispel magic actually strips something off. At least put buffs or abilities in game where this can actually strip something off a mob. Currently the only things i've stripped where my own Magi's shielding and Geotic buff line when my target reflects.

At the very least, change it to Dispell Arcane instead of Dispel Magic with a 20s recast or something, that way we can have at least 1 useful dispell ability. Swash and Brigs and even Druids and Crusaders can strip divine via their taunts and AA, and every once in a while chanters can strip a mental buff off a mob...
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Last edited by Malachyte; 03-04-2008 at 12:37 PM.
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Old 03-04-2008, 12:44 PM  
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Default Re: Conjuror Bugs and concerns:

/agree on the Cure Arcane. At least Cure Elemental is a 4 second recast.

It would be nice if Magma Seed could proc off spell casts, not just melee.
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