Cast Raise on you if you died in combat,
and not warp away when you die
I like how fellows work as it is, but this would be a nice
addition to what they are capable of.
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Cast Raise on you if you died in combat,
and not warp away when you die
I like how fellows work as it is, but this would be a nice
addition to what they are capable of.
That sounds like a nice idea, which is precisely why it won't be implemented. We can't have nice things. :(
Unfortunately, first they would have to deal with whatever killed you (enmity transfer)....which, in most cases, is likely to destroy them as well. But, it would be a nice change for those wtf moments where you get killed by something you haven't engaged (which would not transfer enmity to the NPC upon your death).
Realism? "Oh hey, my buddy just got ripped to pieces, I'll abandon their meaty chunks without a second thought. Away! *warps*"
Yeah... wasn't thinking of it from the realism standpoint, but the party mechanics. They would have to put in some kind of hate reset for this to work. We all know how it typically works....the tank dies, mobs always shift attention to the next highest on the hate list.
First thing that came to mind when reading the OP was when we had issues with the AOE weaponskills. Was such a pain in the @$$ when going out to skillup defenses and I wanted my NPC for the extra healing. Couldn't pull too many mobs. If the wench decided to fire off an AOE and I couldn't reclaim hate fast enough to get the ads back on me...down she went. At least they did give us a fix for that....eventually.
I'd prefer to give this an evil twist. After your NPC raises you, they get a signal pearl and can summon you to help them out once a day. Only way to get out of it is for them to die and you to raise them.
Not to take this off-topic, but I'd really like to see my fellow cast refresh on itself or have some kind of auto-refresh trait. Constantly have to rest because they spam cast and run out of magic is annoying.
They should either get refresh/auto refresh, or we should be allowed to manually disable any spells we do not want them to cast, because they're a complete waste of MP. Or both, because it's not like the NPCs are anywhere close to powerful anyway, when they're WSing EM mobs for 200 damage at level 87.
Their levels were increased to 95, but to me it seems like only their combat skills have increased since lv70. I know they're technically not using equipment like we do, but obviously their weapon has a dmg rating depending on what level they are. From what I can see, it seems like their dmg ratings are still stuck at the same as they were at level 70.
you know...I never tried it, but wonder if you could cast refresh on the NPC yourself--I know regen works (used to have to type "/ma Regen <st>" or something like that to make it work, but could regen her). I retired RDM years ago at 51 and almost never had cause to use NPC when I would be /RDM. Just a thought that hit me.