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Message ID: 1807
Date: Mon Feb 14 21:02:07 GMT 2000
Author: Jenkins, Jason
Subject: RE: Pet abilities


That I am not sure about. You would have to go back to the original question
that started this about obtaining a comprehensive list of the pets
abilities.

Manbik Prodo'Lues
Gnome Necromancer (Tunare)

-----Original Message-----
From: Nat Russo [mailto:nrusso@...]
Sent: Monday, February 14, 2000 12:53 PM
To: EQ_Necromancer@onelist.com
Subject: RE: [EQ_Necromancer] Pet abilities


From: "Nat Russo" <nrusso@...>

Hehe, this leads me to my next question (I'm really not trying to be a pain
in the ass, I promise :) )

What level does the pet start casting? I heard it was pretty high, but not
sure if that was a rumor.

Mujahid

> -----Original Message-----
> From: Jenkins, Jason [mailto:jason.jenkins@...]
> Sent: Monday, February 14, 2000 2:56 PM
> To: 'EQ_Necromancer@onelist.com'
> Subject: RE: [EQ_Necromancer] Pet abilities
>
>
> From: "Jenkins, Jason" <jason.jenkins@...>
>
> Oh forgot to mention...
>
> If you give your pet a weapon that has an effect it still PROC though. I
> love giving my pet a Barbed whip and a Splitpaw Lariat at the
> same time. In
> between a PROC of each weapon and his own new spell casting
> abilities... he
> is always casting spells. =)
>
> Manbik Prodo'Lues
> Gnome Necromancer (Tunare)
>
> -----Original Message-----
> From: Jenkins, Jason [mailto:jason.jenkins@...]
> Sent: Monday, February 14, 2000 12:53 PM
> To: 'EQ_Necromancer@onelist.com'
> Subject: RE: [EQ_Necromancer] Pet abilities
>
>
> From: "Jenkins, Jason" <jason.jenkins@...>
>
> Nope doesnt matter what you give him. Delays can be over 30 with no ill
> effect. On the plus side, I dont have to buy FS Daggers anymore
> at 3 to 5pp
> a pop when I can go out and kill a decaying skeleton for his
> rusty 1 hander.
>
> Manbik Prodo'Lues
> Gnome Necromancer (Tunare)
>
> -----Original Message-----
> From: Nat Russo [mailto:nrusso@...]
> Sent: Monday, February 14, 2000 12:36 PM
> To: EQ_Necromancer@onelist.com
> Subject: RE: [EQ_Necromancer] Pet abilities
>
>
> From: "Nat Russo" <nrusso@...>
>
> Jeeeeez. Now I understand why everyone's pissed off (I am now in that
> number, myself).
>
> Ok, so if the pet doesn't benefit from a reduced delay weapon.......is he
> HARMED by an INCREASED delay weapon? In other words, if I give him
> something with a delay over 30, will it slow him down?
>
> If the answer to this question is yes, I'll be even more pissed.....
>
> Mujahid
>
> > -----Original Message-----
> > From: Jenkins, Jason [mailto:jason.jenkins@...]
> > Sent: Monday, February 14, 2000 2:39 PM
> > To: 'EQ_Necromancer@onelist.com'
> > Subject: RE: [EQ_Necromancer] Pet abilities
> >
> >
> > From: "Jenkins, Jason" <jason.jenkins@...>
> >
> > In the past:
> > You would want to give your pet anything under a 30 attack
> delay. Anything
> > slower than that would actually slow your pet down, where as FS
> > Dagger with
> > a delay of 19 would make your pet hit more often. As a side
> note, your pet
> > would hit for maximum damage of what he is capable of, no
> matter what the
> > damage rating of the weapon was.
> >
> > Now:
> > Neither delay nor damage does anything beneficial, but you need
> > to give your
> > pet 2 weapons of ANY kind so he will get the correct double attacks.
> >
> > Manbik Prodo'Lues
> > Gnome Necromancer (Tunare)
> >
>
>
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This list is basically unmoderated. However abusive language will not be
tolerated