Pet Battles

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Re: Pet Battles

Postby Jabari » Mon Oct 15, 2012 10:20 am

KysenMurrin wrote:There are really quite a lot of effects that you set up and they just damage the active pet every turn like that, though not many as a visible object like the turret. The ones that come to mind include the squirrel one that rains nuts on you every turn, and some of the weather-based ones.


Sure, but the Turret attacks 3 times every round (hopefully with each "shot" enhanced by the Wild Magic debuff). Plus I can have 2 Turrets down at the same time. The squirrel-nuts and such only hit once a round. :)
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Re: Pet Battles

Postby jere » Mon Oct 15, 2012 10:38 am

Are there any good resources yet on pet battle team building? I've been dorking around on google this weekend, but most just list the abilities and individual weaknesses of pets. I was more looking for team cohesion.
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Re: Pet Battles

Postby Worldie » Mon Oct 15, 2012 10:52 am

The deal is, you in theory want 3 pets of 3 different types, all with 3 different attack types, so every pet can fight against 3 types. In a perfect world, you aim at having 9 different attacks.
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Re: Pet Battles

Postby jere » Mon Oct 15, 2012 10:57 am

So you don't go for certain pet ability combos that synchronize well (if that is even possible)? It's more about diversity?
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Re: Pet Battles

Postby Cogglamp » Mon Oct 15, 2012 11:06 am

I'm having fun with my Li'l XT, Gregarious Grell, and Hyacinth Macaw. I have zero clue as to what I'm doing but beating up critters is proving to be lots of fun.
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Re: Pet Battles

Postby Flex » Mon Oct 15, 2012 11:19 am

Jabari wrote:Interesting. Have a source for that?


Quality is basically the total points it can spend on things, not how they're spent. So a captured rare can have more health, or attack or speed than one you're using, especially if you're using one without a bias.

Jabari wrote:Last question: Addons


There's one named Enhanced Pet Journal or similar to that,

It color codes the pet journal, shows the bias of the pet (a heart if it has more health than normal for example), filters by zone and adds multiple sorting options.

Invisusira wrote:rare baby ape on my first catch aww yeeee


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Did get lucky and got a sandstorm in Tanaris and got a silithid hatchling after circling for a half hour.
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Re: Pet Battles

Postby Jabari » Mon Oct 15, 2012 11:31 am

jere wrote:So you don't go for certain pet ability combos that synchronize well (if that is even possible)? It's more about diversity?


Hmm - I think you'd want both.

(Hence my current idea to build around [Wild Magic]. [Turret] is probably the best compliment to that (assuming it combos as I think it should), but there are lots of things that hit 2-3 times if you hit first that would be nice with it as well. My Forest Moth has [Moth Balls] - 5 attacks but high chance to miss, maybe that's good too.)

Another idea would be to use something like a Skunk (or something that has the attack that reduces opponent's chance to hit each turn) and some strong self-heals and just outlast the other team.

The problem is that a pet-swap costs a full turn, and that's a pretty harsh penalty for setting up combinations...
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Re: Pet Battles

Postby KysenMurrin » Mon Oct 15, 2012 1:46 pm

I never really put this much thought into my team. Probably why I'm not doing well lately. :lol:

I'm using Magical Crawdad, Phoenix Hatchling, and Creepy Crate. Around level 12 atm. Apparently the Crawdad is the highest health pet in the game, I found out long after I'd started levelling it already. I don't think the tema's working together all that well atm.

I'm stuck on what to do with them when I unlock the attacks. Phoenix, for example, has long duration damage aura OR conflag, which hits double when enemy's Burning - but it looks like the only way to get Burning up is to swap Phoenix's self-heal for Immolate. Which doesn't seem like a great trade. I dunno.
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Re: Pet Battles

Postby Flex » Mon Oct 15, 2012 1:49 pm

KysenMurrin wrote:I never really put this much thought into my team. Probably why I'm not doing well lately. :lol:

I'm using Magical Crawdad, Phoenix Hatchling, and Creepy Crate. Around level 12 atm. Apparently the Crawdad is the highest health pet in the game, I found out long after I'd started levelling it already.

I'm stuck on what to do with them when I unlock the attacks. Phoenix, for example, has long duration damage aura OR conflag, which hits double when enemy's Burning - but it looks like the only way to get Burning up is to swap Phoenix's self-heal for Immolate. Which doesn't seem like a great trade. I dunno.


There's a weather effect called Scorched Earth that deals minor damage to all active pets each round but makes all pets Burning.
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Re: Pet Battles

Postby KysenMurrin » Mon Oct 15, 2012 2:04 pm

Hrm. I just won a random PvP battle, my 12/12/11 team against a 14/10/10, used all my pets, none died, but I got zero xp at the end...
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Re: Pet Battles

Postby Jabari » Mon Oct 15, 2012 2:11 pm

Flex wrote:Quality is basically the total points it can spend on things, not how they're spent. So a captured rare can have more health, or attack or speed than one you're using, especially if you're using one without a bias.


Ah. I've gotten 2 different uncommons (same pet and level) with different "stat spreads", but it looked like they were pretty balanced with each other (not just a pure bonus to one or another stat), so that's fine. I can stick with my pre-owned rares then. :)

Current team is all level 19: Clockwork Gnome, Dark Whelpling, (rare) Forest Moth. The Moth was a Small Frog, and a Strand Crawler before that - the Whelpling's "weather effect" cuts all healing down so I had to get a non-healer for the group. Leveling an Elementium Geode for [Wild Magic] - shouldn't take too long assuming the Kalimdor dailies reset properly.

(Far quicker to do those than fight wild creatures I think. I got the Geode from 1 to about 8 yesterday just going in order until it wouldn't get XP anymore from being too low).

Hmm - The Whelpling's weather effect makes everything Blinded. Anything with that as a precondition (as the Whelpling itself doesn't have anything keying off that)?

(Edit1: Voodoo Figurine, not Elementium Geode - had them mixed up)
(Edit2: There are a few things that trigger off Blindness (double-damage from particular attacks), but hardly anything that seems worth losing a turn swapping. *shrug*)
Last edited by Jabari on Tue Oct 16, 2012 8:18 am, edited 1 time in total.
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Re: Pet Battles

Postby Jabari » Mon Oct 15, 2012 2:13 pm

KysenMurrin wrote:Hrm. I just won a random PvP battle, my 12/12/11 team against a 14/10/10, used all my pets, none died, but I got zero xp at the end...


Did he run away by chance? Check your achievement to see if you got credit - I had someone do that after I killed their first pet and got no credit for anything...
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Re: Pet Battles

Postby KysenMurrin » Mon Oct 15, 2012 2:13 pm

I usually get XP when they flee. I killed all his pets. The battle seemed to zone me out quicker than usual, though, while my pets were still getting the heal they get right before the xp on a win...

Edit: Gah, the high/low/low teams are out in force tonight. Almost every battle has involved one level 14 on the opposing team. This, however, is where Death Grip actually works. So long as they don't decide to just use the following turn to swap back. Ideally I'd set up a whirlpool with Crawdad, pop out the Crate, then Death Grip the lowbie in just as the damage goes off. Hits hard & locks the pet in for 2 turns, but costs 2 no-damage turns to pull off. (Death Grip also good for finishing a pet off when they pull it onto the back line at low health.)
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Re: Pet Battles

Postby Skye1013 » Mon Oct 15, 2012 6:08 pm

Does death grip trigger the "swap a creature" effects like the mines that mini-Thor has? I hate having to wait for 10 turns (assuming a battle even lasts that long.) Granted, I've only done NPC battles, none of the PvP, so maybe swapping is more likely against an actual player.
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Re: Pet Battles

Postby KysenMurrin » Tue Oct 16, 2012 1:24 am

Death Grip will always swap the active creature out if there's another one alive on the enemy's side. It's meant to swap in the one with the lowest health, but I've found it a little unpredictable sometimes. IIRC it's a 3 turn cooldown.
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Re: Pet Battles

Postby Fenris » Tue Oct 16, 2012 6:02 pm

From the last batch of hotfixes

Pet Battles

Pet Battle matchmaking has been improved. The pets on each team involved in the battle will now be closer in level with each other.



If only....Either the hotfix wasn't up today before my raid-time or it's not working that well....


(My team is 13/12/11,i've been placed 3 times in a row VS the same guy with a 14/13/12)
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Re: Pet Battles

Postby Jabari » Wed Oct 17, 2012 9:42 am

Fenris wrote:From the last batch of hotfixes

Pet Battles

Pet Battle matchmaking has been improved. The pets on each team involved in the battle will now be closer in level with each other.



If only....Either the hotfix wasn't up today before my raid-time or it's not working that well....


(My team is 13/12/11,i've been placed 3 times in a row VS the same guy with a 14/13/12)


Problem is that there simply aren't going to be all that many people in that level range. Everyone is going to either be at 1, or headed to 20. That's kinda a frustrating level to be at - it's pretty slow going until you can get to about 17/17/17 (to beat the last Kalimdor/EK trainer) to open the dailies up - gets much quicker after that.

Also, I'd think a 12/12/12 group would be better than a 13/12/11 - still going to be tough of course, but there's no real penalty for losing as long as you are just questing while waiting on the Pet PvP queue - you have to heal in-between each one anyway.

I'd try to even those up if you can. Especially if they changed it so that it's just trying to match the "highest level of group" evenly to stop nonsense like someone bringing a 25/1/1 team to destroy the 9/9/9 teams...


Finished the Outland group yesterday, which was nice. (The final one in SMV is the first with rare-stat pets - took my 22/22/22 three tries against the 24s), and I can now just grab whatever wild pets now too regardless of zone. Got a couple rares from Vale of Blossoms just doing dailies which was pretty cool.


Nice link: http://www.warcraftpets.com/
Has lists of pets/locations and attacks and such. Can't do a "find pets by attack name", but wowhead can do that.

(From wowhead searches, the [Turret] is completely unique. [Wild Magic] is only on a couple things - the Voodoo Figurine/Sen'jin Fetish and Azure Whelp.)

Must-have pet: The Summer-only Humanoid from Silithus - great spread of good attacks. Can't get him until next year though! *laugh*


A couple bugs I've found:
- If a pet dies, any residual effects that it applied stop working (poisons / burning / falling rocks / turrets etc), which isn't true if the pet is swapped out. Possibly intended but doesn't make any sense.
- I've had my Mechanical Resurrection simply not trigger a couple of times. Not sure why - it's always worked before but didn't yesterday (much). Undead one has been fine.
- Can't remember which one it was now, but one of my DoTs only lasted 2 turns when the tooltip said 4.
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Re: Pet Battles

Postby Worldie » Wed Oct 17, 2012 10:38 am

Jabari wrote:- Can't remember which one it was now, but one of my DoTs only lasted 2 turns when the tooltip said 4.

One race (don't remind which one) has reduction in debuffs duration, most likely it affected it.
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Re: Pet Battles

Postby KysenMurrin » Wed Oct 17, 2012 10:41 am

Aquatic pets reduce DoTs by 25%. Critters break out of crowd control more easily.
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Re: Pet Battles

Postby Fenris » Wed Oct 17, 2012 11:01 am

Also, I'd think a 12/12/12 group would be better than a 13/12/11 - still going to be tough of course, but there's no real penalty for losing as long as you are just questing while waiting on the Pet PvP queue - you have to heal in-between each one anyway.

I was trying to keep it balanced levelwise but thanks to people with overleveled pets i either get destroyed or manage to win with only 1 pet alive

=> the one that remains alive gets all the exp and starts leveling faster than the others

One race (don't remind which one) has reduction in debuffs duration, most likely it affected it.

There is also a weather effect that cuts dots down (rain if i recall right)
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Re: Pet Battles

Postby Jabari » Wed Oct 17, 2012 11:18 am

KysenMurrin wrote:Aquatic pets reduce DoTs by 25%. Critters break out of crowd control more easily.

DoT damage reduction, not duration (according to the tooltip, at least). Wasn't a Critter either (and even it if was a DoT is not the same as a web/frog).

Cleansing Rain weather effect reduces harmful DoT duration by a turn, but that definitely wasn't up at the time.

Speaking of: Team idea would be a Cleansing Rain-based all Aquatic team. +25% damage is a nice buff for 9 turns. Only problem is that it seems like half the pets have a Flying attack of some sort, and I haven't seen an Aquatic with a Magic attack to take care of flyers easily.
(That said, [Frog Kiss] is still the most annoying thing I've come up against...)


Oh, adding to the possible bug/clarification needed list. Attacks that "build" ([Frog Kiss], [Arcane Blast]) seem to "reset" back to initial damage upon the opponent's pet being killed or swapped. I guess I could understand it if you swap your own out, but it should keep building against a different enemy...

Fenris wrote:I was trying to keep it balanced levelwise but thanks to people with overleveled pets i either get destroyed or manage to win with only 1 pet alive

=> the one that remains alive gets all the exp and starts leveling faster than the others


*nod* - I need to balance my own as well. I went from 22/22/22 to 22/22/24 - the Gnome was either the only guy alive or the only one I used for half the Pandaria wild battles I've done. Probably just need to grind a bit with the lower two - they should catch up pretty quick. *shrug*
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Re: Pet Battles

Postby KysenMurrin » Wed Oct 17, 2012 11:29 am

I was going off the tooltip myself, and it doesn't seem clear at all if it means damage or time. Says "Harmful damage over time effects are reduced".
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Re: Pet Battles

Postby Skye1013 » Wed Oct 17, 2012 6:05 pm

Jabari wrote:A couple bugs I've found:
- If a pet dies, any residual effects that it applied stop working (poisons / burning / falling rocks / turrets etc), which isn't true if the pet is swapped out. Possibly intended but doesn't make any sense.
- I've had my Mechanical Resurrection simply not trigger a couple of times. Not sure why - it's always worked before but didn't yesterday (much). Undead one has been fine.

I've noticed both of these with my mini-Thor. The res "bug" usually occurs if it triggers near the end of a fight, then I immediately get into another fight and he dies within a couple of turns.

As for dots, I've never had an issue with my dots ending if the pet dies. On the other hand, with Minefield, it won't trigger if mini-Thor is taken out. If he's switched, he'll jump in for a second and detonate the mines when triggered. I don't think I've had any issue with his grenade not triggering after death.
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Re: Pet Battles

Postby KysenMurrin » Sun Oct 21, 2012 1:25 pm

So I was out doing a bit of levelling today and happened to catch a rare-quality Fire Beetle. Looking at its moves, it actually looks pretty good. So now I'm trying to decide if I should swap it in for one of my other team members.

Until now I've used: Magical Crawdad, Phoenix Hatchling, Creepy Crate

The beetle's Scorched Earth spell would work well with the Phoenix's level 20 Conflagrate. Alternatively it has Apocalypse and a self-heal.

I like the Crate for Death Grip and Agony, but I'm underwhelmed by it over all. Crawdad is a very tanky pet. What do you think, would you swap a Fire Beetle for one of these three?
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Re: Pet Battles

Postby Fenris » Sun Oct 21, 2012 2:26 pm

Not sure..I got a rare one too a few days ago but i never considered it since i'm already using a scorchling






BTW,the hotfix sure seems to work fine

My team is at 16/16/16

Tonight i met

18/17/13 4 times
17/17/18 2 times
18/13/15 3 times
17/17/17 once

At this point,i auto-give up every time i see a pet at higher level....
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