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Hey Tutan. I really like your discription of the conjurer. When you were talking about group dynamics, and it really just depends on what a group needs, healer, dps, etc. But to me, wouldn't conjurers even have a better chance to get a group, because they would automatically be considered for a dps position just like any mage or scout, but when a group can't find a tank, conjurers and necromancers are the next best thing because of their tank pets. Right?
Sort of...
Conjurers, although considered a DPS class, are not a pure DPS class. That would be Wizard for Mages and Assassin for Scouts. Those two classes have the biggest nuke and melee hits, respectively. I've never been told I've been preferred due to my pet, I'm just considered one of the many DPS'ers.
In fact, I've sometimes been eyed with suspicion when entering a hard dungeon, since the pet sometimes goes off on it's own, draws agro, or I forget to turn off the "pet-protect-me" feature. All things that will drive the tank nuts. When the pet dies and all agro shifts to me, the tank will usually let me die since I was not smart enough to manage my pet agro or keep it healed.
Many times I have used the pet as the group tank, and as long as the healer is paying attention to the pet health, it works out just fine. I have many pet buffs to increase it's defense and agro generation. I just play and think like a tank, watching for adds, lost agro, and other players.
One thing to always remember, your pet must be Adept 3 or better, no exceptions. And when you can get high enough level to afford it, get a Master version of the Earth (Tank) and Air (Scout). Fire (Mage) pet is sufficient to stay at Adept 3.