Allowing MM's to immobilize their pets


Berzerker_NA

 

Posted

When you're playing an MM, sometimes it's really hard to keep your pets where you want them to. Everytime there's a runner, you have the possibility of your henchman chasing after them and aggro-ing the next spawn. Also, some MM sets, like Thugs, depend heavily on positioning due to overlapping auras, and things like that. I'm sure a lot of ranged MM's would prefer if their pets could be relied upon to stand back.

The ability to AOE immobilize enemies by taking a patron pool at level 35 helps with this a bit, because a least then your henchmen aren't "tempted" to run off, but I was thinking - how difficult would it be to add a /command that puts a magnitude 100 immobilize on all of your pets?

Then the craziness of the AI is a non-issue. Instead of trying to spam a GoTo command on the same spot over and over.... and over ... desperately hoping the wayward pet will hear it at least one of those times and come back, there would be a surefire way to keep them in place and not have to micro-manage so much.


 

Posted

I've said for a long time that is exactly what the "stay" command ought to do. Instead it's just a slightly more specialized "go to," and exactly as worthless for keeping the little monkeys from committing suicide.