Two easy and cheap pets to make to help battle Sea Creatures.
The sea creatures you encounter when looking for Pirates or Beacons are not difficult for a pet to kill.
The main reason I have a pet is to distract things from damaging me while I am doing other things aboard the ship.
These are both disposable pets, meaning if you mess up training them you can go get another one and start over. You can only have 1 at a time per toon.
When considering a pet to take on your ship you may want one that can do some damage from a distance. And when the target gets to the ship, the pet can also do melee damage.
Pet 1. The Skree
https://www.uo-cah.com/bestiary/Skree
Found in Ter Mur, the Skree is easy to tame.
They are one of the few pets that have 2 active magics. They have Magery and Mysticism. If you change to a different magic, both go away and will never return. So, leave the magic abilities alone. They can use the magics to target and get the attention of a Sea creature before it gets to the ship.
What to look for:
You want a 3 slot Skree so you can train it 2 levels. Kill the 4 slot ones.
I prefer to find one with the highest STR or HP and the lowest Intel. But any will work.
One thing that makes them easy is their resists are high for a pet, you can only add a few more points.
High resist makes them easier to train.
Their Wrestling and magic skills are high when tamed. You do not have to spend a lot of time skilling them. You can be picky and get one with over 100 Wrestling and Magery.
They have over 400 intel so you cant get 700 str but the most difficult thing they will fight is a Kraken.
Intel does not increase spell damage enough to compensate for the loss of melee damage you would get if you do not max the strength. We would all Use Serpentine Dragons if Intel made spell damage a lot higher.
You do not need to add any scrolls. Pets do not fizzle when casting spells. 100 in all skills is fine for this task.
Build your base pet and add Armor Ignore. Makes a nice pocket pet that does not block your view.
If you want to build them in different ways, tame 4 and build them. They are skilled enough to do damage right after training.
I made a Skree thread for Last year also:
https://community.stratics.com/threads/making-a-skree-for-the-spring-dynamic-spawn.428954/#post-3134718
Pet 2. Current spawning Nightmare
https://www.uo-cah.com/bestiary/Nightmare
I prefer to get them from Kirin Passage. Its a place a Jawbone will take you. 1 spawns there constantly.
You want a 2 slot one. Kill the 3 slot ones. May as well get a new color one also. Void is the rare color.
You could be picky with the intensity but any will work for this.
They have Magery and Dragon Breath. So they can do damage from a distance and aggro from a distance. All the magery spells work fine. They will bless themselves etc.
They also start with high enough skills to start fighting right away. You will need to adjust resistances they way you like them.
I also add Armor Ignore for Melee fighting.
I prefer to keep the Magery as it is. I do not need my pets to hop onto a ship. I don't kill the orcs until I board the ship, and the pet will kill them in 2 chomps.
You can change to Magery Mastery if you want them to hop around. They will not return to you and Magery mastery makes most of the Magery spells not work properly.
Since you can only add 1 ability, there are not any other viable builds but to add AI.
I made a Guide that has the Nightmare I will be using on one of my Archers.
https://community.stratics.com/threads/turning-a-current-spawning-2-slot-nightmare-into-a-magery-nightmare.429258/
I do not use either of these pets as the main killer of Dread Pirates. I don't have the patience to wait that long.
Also these will kill Sea Creatures and Orcs without needing scrolls.
You have time to tame, Bond and Train a new pet for the upcoming event.
Either of these pets will make a great companion for you at sea.
If you have questions about taming, make a post here: https://community.stratics.com/forums/uo-tamer.419/
Introduce yourself and describe what you are looking for.
A Guide to make a Giant Beetle to kill stuff and haul away the Booty.
https://community.stratics.com/threads/giant-and-fire-beetle-point-allocation-from-start-to-end.405768/#post-2976199
The main reason I have a pet is to distract things from damaging me while I am doing other things aboard the ship.
These are both disposable pets, meaning if you mess up training them you can go get another one and start over. You can only have 1 at a time per toon.
When considering a pet to take on your ship you may want one that can do some damage from a distance. And when the target gets to the ship, the pet can also do melee damage.
Pet 1. The Skree
https://www.uo-cah.com/bestiary/Skree
Found in Ter Mur, the Skree is easy to tame.
They are one of the few pets that have 2 active magics. They have Magery and Mysticism. If you change to a different magic, both go away and will never return. So, leave the magic abilities alone. They can use the magics to target and get the attention of a Sea creature before it gets to the ship.
What to look for:
You want a 3 slot Skree so you can train it 2 levels. Kill the 4 slot ones.
I prefer to find one with the highest STR or HP and the lowest Intel. But any will work.
One thing that makes them easy is their resists are high for a pet, you can only add a few more points.
High resist makes them easier to train.
Their Wrestling and magic skills are high when tamed. You do not have to spend a lot of time skilling them. You can be picky and get one with over 100 Wrestling and Magery.
They have over 400 intel so you cant get 700 str but the most difficult thing they will fight is a Kraken.
Intel does not increase spell damage enough to compensate for the loss of melee damage you would get if you do not max the strength. We would all Use Serpentine Dragons if Intel made spell damage a lot higher.
You do not need to add any scrolls. Pets do not fizzle when casting spells. 100 in all skills is fine for this task.
Build your base pet and add Armor Ignore. Makes a nice pocket pet that does not block your view.
If you want to build them in different ways, tame 4 and build them. They are skilled enough to do damage right after training.
I made a Skree thread for Last year also:
https://community.stratics.com/threads/making-a-skree-for-the-spring-dynamic-spawn.428954/#post-3134718
Pet 2. Current spawning Nightmare
https://www.uo-cah.com/bestiary/Nightmare
I prefer to get them from Kirin Passage. Its a place a Jawbone will take you. 1 spawns there constantly.
You want a 2 slot one. Kill the 3 slot ones. May as well get a new color one also. Void is the rare color.
You could be picky with the intensity but any will work for this.
They have Magery and Dragon Breath. So they can do damage from a distance and aggro from a distance. All the magery spells work fine. They will bless themselves etc.
They also start with high enough skills to start fighting right away. You will need to adjust resistances they way you like them.
I also add Armor Ignore for Melee fighting.
I prefer to keep the Magery as it is. I do not need my pets to hop onto a ship. I don't kill the orcs until I board the ship, and the pet will kill them in 2 chomps.
You can change to Magery Mastery if you want them to hop around. They will not return to you and Magery mastery makes most of the Magery spells not work properly.
Since you can only add 1 ability, there are not any other viable builds but to add AI.
I made a Guide that has the Nightmare I will be using on one of my Archers.
https://community.stratics.com/threads/turning-a-current-spawning-2-slot-nightmare-into-a-magery-nightmare.429258/
I do not use either of these pets as the main killer of Dread Pirates. I don't have the patience to wait that long.
Also these will kill Sea Creatures and Orcs without needing scrolls.
You have time to tame, Bond and Train a new pet for the upcoming event.
Either of these pets will make a great companion for you at sea.
If you have questions about taming, make a post here: https://community.stratics.com/forums/uo-tamer.419/
Introduce yourself and describe what you are looking for.
A Guide to make a Giant Beetle to kill stuff and haul away the Booty.
https://community.stratics.com/threads/giant-and-fire-beetle-point-allocation-from-start-to-end.405768/#post-2976199
Focus on what you can do, not what you can't.
Comments
Such a shame this pet is still bugged.
At 45ish took him to the Waste to gain. It got poisoned by deathwatch beetle. Both magery and mysticism started in the 90's so would think that it would attempt to cure or cleanse winds itself.
Nope, just made the sound of mini heal over and over.
Has great resist spread and high intensity to make up for it though.
Adopted him for his resist spread and high intensity. I let go the first one
from long time ago. Will still keep this one and take it for walkabouts
and hope someday its fixed.
Also read my signature. We can only work with what we have. You prove that daily complaining gets nothing fixed. Wishing something worked a different way does nothing for you.
The Skree has 76.8 Resisting Spells.
I had my Giant Beetle with me on another account and I noticed this. The Beetle would get poisoned and it went away in 1 second. Beetle has 93 Resisting spells.
So, I took my Magery Nightmare there. He has 110 Resisting Spells. He also got poisoned for 1 second. My Nightmare killed the 2 Rune beetles very quickly.
I noticed letting Rune Beetles attack your pet is not a fast way to gain Resist Spells.
So my conclusion is that it is better that Arch Cure is not being cast because once the pet is above 90 resist, they really do not need to waste mana or a spell for that. @Grimbeard wont like that conclusion, but its better than casting arch cure after the poison is gone.
So @Grace Use the Skree, get the Resist up to 100 and he will be fine at sea. Use Spectral Soulbinders to gain Resist.
Since my Nightmare killed those 2 Rune Beetles from a distance so fast, I am going to get the Skree leveled and his resist at 100 and compare.
Things that work better the way they are don't need fixed. Any pet can get 100 resist in 30 min or less.
A guy happens to be at the Mage, so Im helping him to speed his pet thru, so I can get mine done. He happens to have a Mystic Cu. It has 100 resist and the poison lasts 1 second and the pet is not wasting a spell trying to remove poison that only lasts 1 second.
Its better to understand Game Mechanics than yell Fix Fix Fix sometimes. You have a thread on Poison and how fast resist removes it.
ICQ# 478 633 659
If I could choose 1 thing to fix with pets, it would be for Spell Weaving pets to wait until the target damage is low enough for WoD to do damage.
Next would be making Necromancy work better and remove some intensity from Dread Spiders so they can be built.
Lil dude only took 10 min to get it's resist up to 100, using 8 soulbinders. Now he is parked on a Shadow Ele for melee skills.
Resist skill doesn't remove Poison status, it affects your chance of resisting being Poisoned by the Poison spell in the first place (it has zero effect on Poison inflicted by a player or creature's Infectious Strike though). The Poisoning skill however, can cause Poison status to be shrugged off when it goes to tick (which is likely what he noticed on his Giant Beetle). Players or pets with GM Poisoning skill, basically have the same effect of an Orange Petal.
I got the Skree trained and skilled last night, then took ot to bettlescape again on a ship and brought 2 rune beetles to it. The beetles were casting fast at the beginning. The Skree was constantly poisoned. It got to 1/2 HP I bandaged it to full HP. It and the beetles mana pool probably ran out because after that the Skree stayed at 95% or above HP. The creature s kept shooting at each other. The Skree would change targets often, when a Beetle would get to low HP it would walk away, heal up, then return. I let that go on for over an hour while I watched TV on another monitor. Finally both beetles got low HP and walked away and didn't return.
So that could be a less boring way to train up the magic skills on a Skree than using Gregorio like I usually do.
That does not mean the Skree is weak. A sea creature would come up to the ship and the pet would melee it to death.
I also never saw the Skree use bombard on the crazy mage or the beetles. That was the main thing I liked about pets with mystic. They shot rocks out of their mouth.
Skree:
Damage the two beetles to low HP Beetles would walk away to heal and return. This would last until beetles walked away.
Magery Nightmare:
Would kill 2 beetles in a min or so. Did more damage because of Dragon Breath and fireball. Horse would almost chain fireballs. Threw in some Flame Strikes.
Decided to test Dragon Breath using a Reptalon:
Similar to the Skree, Beetles would get low life and walk away. They did get to lower life than the Skree took them to. So they walked away and didn't return.
Tested Mystic using a Mystic/Goo Cu:
Cu would take a while to kill them both but it could. It did shoot rocks.
So, out of these abiltities.
Magery/Dragon Breath -- Nightmare
Mystic/Magery -- Skree
Dragon Breath -- Reptalon
Mystic -- CuSidhe
The Nightmare rules with the Trifecta of Dragon Breath, Fireball, Flame Strike.
The Beetles attacks did not affect the pets abilities, they all stay at full healed with no outside help.
Also have taken each pet on a ship to help with spawn. They all kill things because the sea targets come up to the ship and the pet Melees.
Again I think the Nightmare is the better of the four, It guides itself to most targets.
Skree close second. Others kinda blah.
Many players on LS use Banes as their Ship pet.
Put him on 2 Rune Beetles. When he gets poisoned it looks like he is Curing himself because he casts and the poison goes away. I could not get a pic of the sparkling. Unless @PlayerSkillFTW has a reason Bakes auto poison removal.
He mostly just casts cure and heals. His HP is 329 and he does not go below 300. The 2 Beetles are casting away and he does not shoot at them very often.
After 30 minutes, 1 beetle is at half life and the other is unharmed.
It is better when Magery pets do not cast Cure. 20 HP Regen overcomes the loss of Poison damage. They also should not be casting heal when their HP is like the picture. They should be killing the mob and not worrying about themselves.
So, the Nightmare and Skree are still my favorites.
Phoenix is too ugly for me to try one.
Magery pets casting Cure on themselves is still useful, since even Lesser Poison (Lvl 1) will interfere with vet or spell healing attempts on the pet. If a pet is taking heavy damage and gets poisoned, them curing themself can allow your bandage to actually heal HP, rather than just cure the Poison. At least it's better than Magery Mastery pets casting Arch Cure on their opponent. But yeah, pet's casting Greater Heal on themself when above 80% Health isn't all that great.
One of my pet healing macro does bandage first then a delay for a G Heal. So its ok if my pet is poisoned because the bandage removes it then it gets a G Heal.
There are a few pet types that have enough training points to benefit from that info. Reptalons would be one and Tritons. I would have to test Reptalons tho, they already have 2 abilities so you may not be able to put AI on them if you do that.
But a High Intensity triton you could put poison on, get it to 100 then make it AI/Chiv or whatever. Then it will shrug off poison.
At this point it is working as intended it is right now. So, players can make informed decisions.
Nothing results from your daily complaining.
What are you gonna do other than accept? Whining and complaining does nothing.