Question about Shadow Hounds

poppspopps Posts: 4,114
edited February 7 in General Discussions
I have been taming Shadow Hounds but am not sure which are keepers and which not...

Can anyone more expert please help with some guidance ?

Normally, the higher the intensity the better yet, since Shadow Hounds are pack animals, I would imagine that one would not train them up to the max possible slot 3 but leave them at slot 1 so as to be able to use 5 of them and, therefore, whatever intensity they may come with does not matter... but is that so?

I mean, I have heard fellow players saying that they were looking for 90% intensity Shadow Hounds... what for, if I may ask, if in the end they do not get trained to their max possible 3 slots if one wants to have a pack of more then just 2 of them ?

Also, they can get tamed as slot 1 or 2... are those tamed at slot 2 to be discarded entirely ?

Is there anything to look at in order to tell apart a good Shadow Hound that is a keeper from one that is a bad one to be released ?

Also, since my Tamer lacks Stable slots space, what is the bare minimum requirement for Animal Taming/Animal Lore to hold a Shadow Hound so that I could use another character's Stable to hold some Shadow Hounds ?

Thank you for the kind help.
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Comments

  • GrimbeardGrimbeard Posts: 2,585
    popps said:
    I have been taming Shadow Hounds but am not sure which are keepers and which not...

    Can anyone more expert please help with some guidance ?

    Normally, the higher the intensity the better yet, since Shadow Hounds are pack animals, I would imagine that one would not train them up to the max possible slot 3 but leave them at slot 1 so as to be able to use 5 of them and, therefore, whatever intensity they may come with does not matter... but is that so?

    I mean, I have heard fellow players saying that they were looking for 90% intensity Shadow Hounds... what for, if I may ask, if in the end they do not get trained to their max possible 3 slots if one wants to have a pack of more then just 2 of them ?

    Also, they can get tamed as slot 1 or 2... are those tamed at slot 2 to be discarded entirely ?

    Is there anything to look at in order to tell apart a good Shadow Hound that is a keeper from one that is a bad one to be released ?

    Also, since my Tamer lacks Stable slots space, what is the bare minimum requirement for Animal Taming/Animal Lore to hold a Shadow Hound so that I could use another character's Stable to hold some Shadow Hounds ?

    Thank you for the kind help.
    There was a guide posted at beginning of this go find it
  • PlayerSkillFTWPlayerSkillFTW Posts: 643
    edited February 8
    Two things are most important for Shadow Hounds. First, it needs to be 1 slot on spawn, not 2 (Shadow Hounds that spawn as 2 slots are basically worthless). Second, it needs to have 150+ DEX/Stamina (they spawn with 145-165 DEX). 150 Stamina gives them max attack speed.
    High HP/Resists are nice (especially Physical/Fire/Energy).

    Here's the stat range i've seen so far.
    Hits: 150-200
    Stamina: 145-150
    Mana: 185-210
    STR: 225-270
    DEX: 145-165
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy: 25-35

    Taming Required: 84.0
    You can use a Necromancer's familiar "Dark Wolf" to transfer and control Shadow Hounds (but not bond them). This means you can store excess Shadow Hounds in a Necromancer's stables. However, if the Shadow Hound is slot leveled at all, then the Dark Wolf familiar will no longer allow you to transfer/command the Shadow Hound.
  • poppspopps Posts: 4,114
    edited February 8
    Two things are most important for Shadow Hounds. First, it needs to be 1 slot on spawn, not 2 (Shadow Hounds that spawn as 2 slots are basically worthless). Second, it needs to have 150+ DEX/Stamina (they spawn with 145-165 DEX). 150 Stamina gives them max attack speed.
    High HP/Resists are nice (especially Physical/Fire/Energy).

    Here's the stat range i've seen so far.
    Hits: 150-200
    Stamina: 145-150
    Mana: 185-210
    STR: 225-270
    DEX: 145-165
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy: 25-35

    Taming Required: 84.0
    You can use a Necromancer's familiar "Dark Wolf" to transfer and control Shadow Hounds (but not bond them). This means you can store excess Shadow Hounds in a Necromancer's stables. However, if the Shadow Hound is slot leveled at all, then the Dark Wolf familiar will no longer allow you to transfer/command the Shadow Hound.


    Thank you for the good informations !!

    Sorry for the extra questions but I would like to have it all clear, thanks.

    So, the 84.0 Taming requirement I assume also means that to control (i.e. to transfer to), it is necessary a character with at last 84.0 Animal Taming. Animal Lore skill level is not important to transfer Shadow Hounds to (so as to use extra Stable room...) ?
    This is important because it would make it faster to only bring Animal Taming to 84 for 1 or 2 characters and not need to have to also do it for Animal Lore.

    This way, please correct me if I am right, I could have access to 6 extra stable slots being any taming skill below 100.0.

    In regards to the Necromancer's familiar "Dark Wolf" ability, do I understand it correctly that I actually need to have the Necromancer cast the necromancy Summon Familiar spell and summon a Dark Wolf in order to be able to transfer to this character any Shadow Hounds ?

    If so, the summoned Dark Wolf can "stay around" (that is I do not need to put in the stables taking away 1 slot off the 6 available) with the character ? And what happens when I log off that character? Or is it necessary to stable the summoned Dark Wolf (is it possible to stable a summoned pet?) thus reducing the slots available to 5 ?

    Also, this needs to be done only and solely for freshly tamed Shadow Hounds without any training whatsoever since, if they get any training, that would require then the 84.0 taming, necessarily. Did I get that right ?

    Lastly, "what if" I use a Soulstone in between characters to transfer the 84.0 Animal Taming skill points so as to then be able to transfer the Shadow Hounds to that character, what happens to the Shadow Hounds in the Stables when I take off the Animal Taming skill from them to put it onto another character ? The Stabled Shadow Hounds would remain in the Stables safely only I cannot take them out until I put back the 84.0 Animal Skill back onto that character ?

    Thank you again for the kind help.
  • keven2002keven2002 Posts: 2,376
    popps said:

    Lastly, "what if" I use a Soulstone in between characters to transfer the 84.0 Animal Taming skill points so as to then be able to transfer the Shadow Hounds to that character, what happens to the Shadow Hounds in the Stables when I take off the Animal Taming skill from them to put it onto another character ? The Stabled Shadow Hounds would remain in the Stables safely only I cannot take them out until I put back the 84.0 Animal Skill back onto that character ?

    Correct.

    Nothing happens to your stabled pets (shadow hounds or any other) if you swap around taming between chars. That is, nothing happens as long as they stay there. Obviously if you take taming off your char then claim the pet from the stable there is going to be an issue with controlling the pet AND putting it back in the stable (you won't have the space).

  • poppspopps Posts: 4,114
    keven2002 said:
    popps said:

    Lastly, "what if" I use a Soulstone in between characters to transfer the 84.0 Animal Taming skill points so as to then be able to transfer the Shadow Hounds to that character, what happens to the Shadow Hounds in the Stables when I take off the Animal Taming skill from them to put it onto another character ? The Stabled Shadow Hounds would remain in the Stables safely only I cannot take them out until I put back the 84.0 Animal Skill back onto that character ?

    Correct.

    Nothing happens to your stabled pets (shadow hounds or any other) if you swap around taming between chars. That is, nothing happens as long as they stay there. Obviously if you take taming off your char then claim the pet from the stable there is going to be an issue with controlling the pet AND putting it back in the stable (you won't have the space).

    Thank you for the clarification.
  • poppspopps Posts: 4,114
    edited February 8
    Two things are most important for Shadow Hounds. First, it needs to be 1 slot on spawn, not 2 (Shadow Hounds that spawn as 2 slots are basically worthless). Second, it needs to have 150+ DEX/Stamina (they spawn with 145-165 DEX). 150 Stamina gives them max attack speed.
    High HP/Resists are nice (especially Physical/Fire/Energy).

    Here's the stat range i've seen so far.
    Hits: 150-200
    Stamina: 145-150
    Mana: 185-210
    STR: 225-270
    DEX: 145-165
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy: 25-35

    Taming Required: 84.0
    You can use a Necromancer's familiar "Dark Wolf" to transfer and control Shadow Hounds (but not bond them). This means you can store excess Shadow Hounds in a Necromancer's stables. However, if the Shadow Hound is slot leveled at all, then the Dark Wolf familiar will no longer allow you to transfer/command the Shadow Hound.

    As in regards to a Shadow Hounds "pack", it is not clear to me whether they are best used in a pack of 5 (1 slot pets), a pack of 4 (1 x 2 slots and 3 x 1 slot) or just 2 of them training one Shadow Hound all the way to 3 slots and the second one only to 2 slots.

    The dimension of the pack, I would imagine, can be quite significative in what Shadow Hounds to use within the pack (that is, whether low/average/high intensity Shadow Hounds could be used in the pack)...

    If using a pack of 5 of 1 slot each, this would mean, I assume (but am not sure, this is why I am asking to players more knowledged about the ins and outs), that the intensity of the tamed Shadow Hounds would become meaningless since hardly any training would be done, not raising any Shadow Hound of the pack not even to 2 slots.

    If using a pack of 4, one Shadow Hound raised to 2 slots to be the "front" hitter, and then the remaining 3 staying at 1 slot, I would imagine that the logic is the same... intensity would really not matter much since none of them would be trained all the way to 3 slots.

    If using only a pack of 2 Shadow Hounds, of course the one trained all the way to 3 slots would need to be a high intensity one so as to be able to raise as many stats/skills as possible the highest possible but the one only trained to 2 slots, I imagine could be also of average or even below average intensity...

    Is that so ?

    Thing is, in terms of a more effective hunting, which pack would do better, a pack of all 5 weaker Shadow Hounds at 1 slot, a pack of 4 Shadow Hounds with 1 only a little better at 2 slots and 3 weaker ones at 1 slot or a pack of 2 with one really good Shadow Hound at 3 slots and an average second Shadow Hound stopping the training at 2 slots ?

    Anyone who has before trained and used pack animals (or if they have already tested thee 3 different configurations of Shadow Hounds) can share their experience about which pack configuration could be more effective when hunting ?

    Thank you for the kind help !
  • GrimbeardGrimbeard Posts: 2,585
    popps said:
    Two things are most important for Shadow Hounds. First, it needs to be 1 slot on spawn, not 2 (Shadow Hounds that spawn as 2 slots are basically worthless). Second, it needs to have 150+ DEX/Stamina (they spawn with 145-165 DEX). 150 Stamina gives them max attack speed.
    High HP/Resists are nice (especially Physical/Fire/Energy).

    Here's the stat range i've seen so far.
    Hits: 150-200
    Stamina: 145-150
    Mana: 185-210
    STR: 225-270
    DEX: 145-165
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy: 25-35

    Taming Required: 84.0
    You can use a Necromancer's familiar "Dark Wolf" to transfer and control Shadow Hounds (but not bond them). This means you can store excess Shadow Hounds in a Necromancer's stables. However, if the Shadow Hound is slot leveled at all, then the Dark Wolf familiar will no longer allow you to transfer/command the Shadow Hound.

    As in regards to a Shadow Hounds "pack", it is not clear to me whether they are best used in a pack of 5 (1 slot pets), a pack of 4 (1 x 2 slots and 3 x 1 slot) or just 2 of them training one Shadow Hound all the way to 3 slots and the second one only to 2 slots.

    The dimension of the pack, I would imagine, can be quite significative in what Shadow Hounds to use within the pack (that is, whether low/average/high intensity Shadow Hounds could be used in the pack)...

    If using a pack of 5 of 1 slot each, this would mean, I assume (but am not sure, this is why I am asking to players more knowledged about the ins and outs), that the intensity of the tamed Shadow Hounds would become meaningless since hardly any training would be done, not raising any Shadow Hound of the pack not even to 2 slots.

    If using a pack of 4, one Shadow Hound raised to 2 slots to be the "front" hitter, and then the remaining 3 staying at 1 slot, I would imagine that the logic is the same... intensity would really not matter much since none of them would be trained all the way to 3 slots.

    If using only a pack of 2 Shadow Hounds, of course the one trained all the way to 3 slots would need to be a high intensity one so as to be able to raise as many stats/skills as possible the highest possible but the one only trained to 2 slots, I imagine could be also of average or even below average intensity...

    Is that so ?

    Thing is, in terms of a more effective hunting, which pack would do better, a pack of all 5 weaker Shadow Hounds at 1 slot, a pack of 4 Shadow Hounds with 1 only a little better at 2 slots and 3 weaker ones at 1 slot or a pack of 2 with one really good Shadow Hound at 3 slots and an average second Shadow Hound stopping the training at 2 slots ?

    Anyone who has before trained and used pack animals (or if they have already tested thee 3 different configurations of Shadow Hounds) can share their experience about which pack configuration could be more effective when hunting ?

    Thank you for the kind help !
    Have you ever once been the one to try something then report for others? 
  • KroDuKKroDuK Posts: 945
    edited February 8
    @popps To help you.. understand pack instinct is the Berserker mode for a tamer.. back then, the frenzied ostard and firesteed were the best two pack animal a tamer could use for PvP.. you still can bring them for PvE stuff.. but they died fast/ a headach to deal with for PvE.. even if u had a tamer friend to tank the boss for you.. i'd rather brang a runebeetle to smelt armor and poison, combine with a NM or Unicorn.

    Now, we can do the math real fast:


    Shadow hound is canine right?
    Make sure to read that note.


    Now for your questionsss.. u clever enough to know this is situational.. what are u going to hunt? with whom? Is it worth the headach?

    Pack instinct tamer = zerker tamer... if you looking to sacrifice DMG for Tankiness on a zerker u doing something wrong OR very niche.. 100% there is a boss out there with a tons of HP dealing little dmg (like the manifestation of evil)

    But yeah, general rules it's "the" zerker template for tamer. The idea was to help low level tamer to do something meaningful while they were training their tamer with ~70-80 taming. (was very long to train them)
    They arn't build to be self sustaining on the long run.

    PS: I could be wrong, lots of things changed and lots of Heresy for a sandbox game.


    The real question is.. does it really worth sacrificing 5 stable slots for something very niche (if u ain't PvPing)
    Only you can answer that question.
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
  • poppspopps Posts: 4,114
    edited February 8
    KroDuK said:
    @ popps To help you.. understand pack instinct is the Berserker mode for a tamer.. back then, the frenzied ostard and firesteed were the best two pack animal a tamer could use for PvP.. you still can bring them for PvE stuff.. but they died fast/ a headach to deal with for PvE.. even if u had a tamer friend to tank the boss for you.. i'd rather brang a runebeetle to smelt armor and poison, combine with a NM or Unicorn.

    Now, we can do the math real fast:


    Shadow hound is canine right?
    Make sure to read that note.


    Now for your questionsss.. u clever enough to know this is situational.. what are u going to hunt? with whom? Is it worth the headach?

    Pack instinct tamer = zerker tamer... if you looking to sacrifice DMG for Tankiness on a zerker u doing something wrong OR very niche.. 100% there is a boss out there with a tons of HP dealing little dmg (like the manifestation of evil)

    But yeah, general rules it's "the" zerker template for tamer. The idea was to help low level tamer to do something meaningful while they were training their tamer with ~70-80 taming. (was very long to train them)
    They arn't build to be self sustaining on the long run.

    PS: I could be wrong, lots of things changed and lots of Heresy for a sandbox game.


    The real question is.. does it really worth sacrificing 5 stable slots for something very niche (if u ain't PvPing)
    Only you can answer that question.

    Well, thank you for your contribution, it was an eye opener... particularly, the argument of the stable slots to accomodate a large number of pack pets to then have pets which can deal a good amount of damage but only when in good numbers which then, unfortunately, makes them weak to strong targets which can tear them apart (because not fully trained up) and hard to control with a pets' AI which often has the pet switch targets and thus making it then a nightmare for the tamer to follow 3, 4, 5 pack pets all going to different targets rather then all sticking to the1 target which their Tamer wants to kill...

    I made a note about Shadow Hounds being a canine pet, but am not sure why you pointed that out.
    Perhaps to use them in a pack in combination with some of the wolves or hell hounds ?

    But then, why would one not want just a pack of wolves or hell hounds and mix them up with Shadow Hounds ?

    Bottom line is, pack pets are really a new Tamer's pet worth using only for average/low level targets and not really for any of the big bosses out there (other then a few who might have lots of hit points but do only limited damage) ?

  • KroDuKKroDuK Posts: 945
    edited February 8
    popps said:
    I made a note about Shadow Hounds being a canine pet, but am not sure why you pointed that out.
    Perhaps to use them in a pack in combination with some of the wolves or hell hounds ?
    Just in case it was not consider "demon" cuz back then u could bring an imp with 2 firesteed for a 3 pack.. but yeah u nail it.. cuz then your idea of a "tank" within the hound could have been a firesteed/mount. (could have worth a try, imo)

    popps said:
    Bottom line is, pack pets are really a new Tamer's pet worth using only for average/low level targets and not really for any of the big bosses out there (other then a few who might have lots of hit points but do only limited damage) ?

    It was real good for PvP vs unprepared target.. if u have time to waste try to tame 5 frenzied ostard and on an alt account try to fight those weak creatures when they ALL ATTACK.. from memory instead of receiving 8 dmg they would hit u for 16 dmg (5 of them, the frienzed ostard had good dex but NOT the 150 those hounds got) without parrying nor AoE spell like the necro frost AoE.. u better run.. I can't imagine how strong those 5 hounds must be for PvP vs someone unprepared.

    I'm pretty sure you could still find a niche PvE content for your pack of 5 shadow hound like @PlayerSkillFTW mention (a pack of 5 hound seems to be top 1 dmg for tamers, at moment)


    But yeah.. after trying the 5 frienzed ostard going from 8 to 16 dmg.. think about what a pack of 5 hounds could do.. if you're skilled and imaginative.. u could 100% find a niche use for them IF u have the room.

    PvE wise the general rule for pack instinct; was to help noobs.. like u invite a friend he training taming and wants to go kills bigger target with you.. he could bring a pack even with low taming skill instead of bringing a drake.
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
  • VioletViolet Posts: 426
    popps said:
    So, the 84.0 Taming requirement I assume also means that to control (i.e. to transfer to), it is necessary a character with at last 84.0 Animal Taming. Animal Lore skill level is not important to transfer Shadow Hounds to (so as to use extra Stable room...) ?
    This is important because it would make it faster to only bring Animal Taming to 84 for 1 or 2 characters and not need to have to also do it for Animal Lore.


    In order to transfer it the recipient tamer must have a control chance above 0%. 

    https://www.uo-cah.com/pet-control-chance

    So a tamer will need a combination of taming and lore to achieve that.  If you have a very low control chance the odds are transferring successfully decrease and it will most likely take multiple attempts to successfully transfer.  

    As for what to look for:
    You do not want:
    2 slot
    Under 150 stam, only the early ones could have less than 150, so it you are looking for to buy one check for that.  If you are looking to tame one from chests, you don't need to worry about it anymore.

    Intensity kind of matters, because you do want higher stat pets, however the most important thing for pack animals is hit points and resists (physical and fire being priority) 

    5 pack is the best bang for the buck.  However, how useful those are depends on your template, ability as a tamer and your playstyle.  You do not want to substitute other canine for one as they have lower dex or are higher slot. You want a pack of five Shadow Hounds.  

    Pack instinct appears to be some sort of a buff and you will need to refresh it by having your pack attack again (all kill) or the damage bonus falls off after about a minute. 

    Packs aren't for everyone but used right they can be very beneficial and they can be used in end game content.  Also remember you can use the taming mastery as one to split the damage between the pack as opposed to one animal taking all the damage, this can synergize well with bard songs.

  • poppspopps Posts: 4,114
    Violet said:
    popps said:
    So, the 84.0 Taming requirement I assume also means that to control (i.e. to transfer to), it is necessary a character with at last 84.0 Animal Taming. Animal Lore skill level is not important to transfer Shadow Hounds to (so as to use extra Stable room...) ?
    This is important because it would make it faster to only bring Animal Taming to 84 for 1 or 2 characters and not need to have to also do it for Animal Lore.


    In order to transfer it the recipient tamer must have a control chance above 0%. 

    https://www.uo-cah.com/pet-control-chance

    So a tamer will need a combination of taming and lore to achieve that.  If you have a very low control chance the odds are transferring successfully decrease and it will most likely take multiple attempts to successfully transfer.  

    As for what to look for:
    You do not want:
    2 slot
    Under 150 stam, only the early ones could have less than 150, so it you are looking for to buy one check for that.  If you are looking to tame one from chests, you don't need to worry about it anymore.

    Intensity kind of matters, because you do want higher stat pets, however the most important thing for pack animals is hit points and resists (physical and fire being priority) 

    5 pack is the best bang for the buck.  However, how useful those are depends on your template, ability as a tamer and your playstyle.  You do not want to substitute other canine for one as they have lower dex or are higher slot. You want a pack of five Shadow Hounds.  

    Pack instinct appears to be some sort of a buff and you will need to refresh it by having your pack attack again (all kill) or the damage bonus falls off after about a minute. 

    Packs aren't for everyone but used right they can be very beneficial and they can be used in end game content.  Also remember you can use the taming mastery as one to split the damage between the pack as opposed to one animal taking all the damage, this can synergize well with bard songs.



    That was good information, thank you.

    One thing I do not understand about your advice, though...

    You indicate that a 5 pack is the most advisable option (best bang for the buck), I imagine to fully benefit from the highest pack damage bonus yet, you then also indicate that intensity matters...

    Now, while I do understand that high hit points and high physical/fire resists were clearly wanted stats, as well as a stamina 150 or higher, I still do not understand what is the point of searching for "across the board" high intensity Shadow Hounds (other then for those specific stats) when they would not get trained since, when using a pack of 5, they would remain at slot 1 and not reach the max possible 3 slots through training.

    By the way, do pets staying at slot 1 go through any training " at all ", or are they basically used as they get tamed with, no training whatsoever done with them ?
  • vortexvortex Posts: 241
    popps said:
    Violet said:
    popps said:
    So, the 84.0 Taming requirement I assume also means that to control (i.e. to transfer to), it is necessary a character with at last 84.0 Animal Taming. Animal Lore skill level is not important to transfer Shadow Hounds to (so as to use extra Stable room...) ?
    This is important because it would make it faster to only bring Animal Taming to 84 for 1 or 2 characters and not need to have to also do it for Animal Lore.


    In order to transfer it the recipient tamer must have a control chance above 0%. 

    https://www.uo-cah.com/pet-control-chance

    So a tamer will need a combination of taming and lore to achieve that.  If you have a very low control chance the odds are transferring successfully decrease and it will most likely take multiple attempts to successfully transfer.  

    As for what to look for:
    You do not want:
    2 slot
    Under 150 stam, only the early ones could have less than 150, so it you are looking for to buy one check for that.  If you are looking to tame one from chests, you don't need to worry about it anymore.

    Intensity kind of matters, because you do want higher stat pets, however the most important thing for pack animals is hit points and resists (physical and fire being priority) 

    5 pack is the best bang for the buck.  However, how useful those are depends on your template, ability as a tamer and your playstyle.  You do not want to substitute other canine for one as they have lower dex or are higher slot. You want a pack of five Shadow Hounds.  

    Pack instinct appears to be some sort of a buff and you will need to refresh it by having your pack attack again (all kill) or the damage bonus falls off after about a minute. 

    Packs aren't for everyone but used right they can be very beneficial and they can be used in end game content.  Also remember you can use the taming mastery as one to split the damage between the pack as opposed to one animal taking all the damage, this can synergize well with bard songs.


    @ Violet

    That was good information, thank you.

    One thing I do not understand about your advice, though...

    You indicate that a 5 pack is the most advisable option (best bang for the buck), I imagine to fully benefit from the highest pack damage bonus yet, you then also indicate that intensity matters...

    Now, while I do understand that high hit points and high physical/fire resists were clearly wanted stats, as well as a stamina 150 or higher, I still do not understand what is the point of searching for "across the board" high intensity Shadow Hounds (other then for those specific stats) when they would not get trained since, when using a pack of 5, they would remain at slot 1 and not reach the max possible 3 slots through training.

    By the way, do pets staying at slot 1 go through any training " at all ", or are they basically used as they get tamed with, no training whatsoever done with them ?


  • Petra_FydePetra_Fyde Posts: 1,489
    I suppose someone has to state the obvious, it might as well be me.

    You train their skills to GM.
  • poppspopps Posts: 4,114
    edited February 9
    I suppose someone has to state the obvious, it might as well be me.

    You train their skills to GM.
    Thank you.

    Just wanted to make sure, really sure, that a pet, including a pack pet, staying at slot 1, does not receive any training at all (other then, as you said, train the skills to 100.0 or a stat below 125 to 125).

    This, because then, consequentially, at least to my understanding, for pack Shadow Hound pets remaining as they were tamed, with no training and thus adjustment to their stats, the intensity that they came with (which permits to better allocate training points), is irrelevant and, other then preferring those Shadow Hounds with high physical/fire resistance, stamina 150 or higher and high hit points, what their total intensity, which is calculated off not just those particular stats, but all of a pet's stats, is not relevant.
  • KroDuKKroDuK Posts: 945
    edited February 9
    I'd say the opposite.. since u cannot train them; their original intensity is way more important.. since u cannot compensate for anything.

    Here's the stat range i've seen so far.
    Hits: 150-200
    Stamina: 145-150
    Mana: 185-210
    STR: 225-270
    DEX: 145-165
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy: 25-35
    If i'm doing my own pack I want at least:
    Hits: 150-200  191
    Stamina: 145-150  150
    Mana: 185-210  
    STR: 225-270  255
    DEX: 145-165  165 (you can overcap pass 150 dex for his movement speed, GREAT for PvP)
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy 25-35    (overall resist minus 7-12 from perfection and if possible most of those point                                                                coming from cold resist)

    But i'm a picky dude.. it can take monthss to get what u want.. u'd need to get 5 specimen like that, if u ask me.

    Just to make sure do not mix trainable intensity and intensity on CAH.. my goal for a PvP pack would be almost perfect instensity wich mean (in my case) ignore mana/int and cold resist if all other stats can be almost perfect it's a keeper..

    Now if u want PvE only.. u can ignore the 165 dex (if your pack almost teleport on your target it changes nothing for PvE) so 150 dex for swing speed is what u want.. for PvP u'd NEED those poison and energy to be 35 cuz of consecrate weapon.. u can ignore it for PvE (depending of the content u doing with your pack)


    But yeah.. your mindset ain't it.. u seems to think since u don't invest any powerscroll and such in them u can neglect their intensity.. when it should be the opposite, since u can't compensate for their flaws.

    Edit: refer to violet comment if you're not planning to use them for PvP and only high end PvE.

    EX:


    Like here for a rune beetle going under training the plan was to have almost perfect DEX and POISON (170 and 126) cuz they cannot train those part.. do not neglect what u cannot train.. it should be the opposite.
    PS: I also needed it to be the closest to 75% poison resist as possible.

    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
  • poppspopps Posts: 4,114
    edited February 9
    KroDuK said:
    I'd say the opposite.. since u cannot train them; their original intensity is way more important.. since u cannot compensate for anything.

    Here's the stat range i've seen so far.
    Hits: 150-200
    Stamina: 145-150
    Mana: 185-210
    STR: 225-270
    DEX: 145-165
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy: 25-35
    If i'm doing my own pack I want at least:
    Hits: 150-200  191
    Stamina: 145-150  150
    Mana: 185-210  
    STR: 225-270  255
    DEX: 145-165  165 (you can overcap pass 150 dex for his movement speed, GREAT for PvP)
    INT: 185-210

    RESISTS
    Physical: 55-65
    Fire: 35-45
    Cold: 45-65
    Poison: 25-35
    Energy 25-35    (overall resist minus 7-12 from perfection and if possible most of those point                                                                coming from cold resist)

    But i'm a picky dude.. it can take monthss to get what u want.. u'd need to get 5 specimen like that, if u ask me.

    Just to make sure do not mix trainable intensity and intensity on CAH.. my goal for a PvP pack would be almost perfect instensity wich mean (in my case) ignore mana/int and cold resist if all other stats can be almost perfect it's a keeper..

    Now if u want PvE only.. u can ignore the 165 dex (if your pack almost teleport on your target it changes nothing for PvE) so 150 dex for swing speed is what u want.. for PvP u'd NEED those poison and energy to be 35 cuz of consecrate weapon.. u can ignore it for PvE (depending of the content u doing with your pack)


    But yeah.. your mindset ain't it.. u seems to think since u don't invest any powerscroll and such in them u can neglect their intensity.. when it should be the opposite, since u can't compensate for their flaws.

    Edit: refer to violet comment if you're not planning to use them for PvP and only high end PvE.

    EX:


    Like here for a rune beetle going under training the plan was to have almost perfect DEX and POISON (170 and 126) cuz they cannot train those part.. do not neglect what u cannot train.. it should be the opposite.
    PS: I also needed it to be the closest to 75% poison resist as possible.


    I am not sure what you mean by trainable intensity and intensity...

    I can make an example to better explain myself...

    I tamed a Shadow Hound with 171 Hits, 150 Stamina, 205 Mana, 247 Strength, 156 Dex, 205 Int and Resistances Physical 61%, Fire 42%, Cold 51%, Poison 30% and Energy 25%.

    While not 200, Hits are pretty good, Stamina is 150 and Physical 61% (close to the 65% CAP) and Fire 42% (close to the 45% CAP).

    So, I'd say that, considering the most important stats, this Shadow Hound sounds a good one... yet, when I did the Intensity calculation, it came out 49,89% which would indicate a worse pet than it could actually be, if one considers those particular stats.

    Another Shadow Hound that I also tamed, when I did the Intensity calculation, it came out 44,35% so, pretty close to the previous one, right ?

    Yet, it has low 151 Hits, 150 Stamina, 195 Mana, 259 Strength, 158 Dex, 195 Int and Resistances Physical 60%, Fire 35%, Cold 47%, Poison 35% and Energy 35%.

    As said, quite low 151 hits, same Stamina at 150 and close Physical 60% (close to the 65% CAP) but low Fire 35% (far from the 45% CAP).

    So, judging by Intensity these 2 Shadow Hounds would seem close to one another yet, when looking at the stats which most matter, there is quite a difference between the 1st and the 2nd one.

    A third one, came out with a whopping 67,85% intensity yet, its stats are 175 Hits, 150 Stamina, 204 Mana, 269 Strength, 153 Dex, 204 Int and Resistances Physical 57%, Fire 41%, Cold 52%, Poison 35% and Energy 25%. Hits might be similar to the 1st Hound yet, Physical is lower and Fire close. But the Intensity as one can see, is quite higher for the 3rd one as compared to the 1st one... much better intensity, but not a much better Shadow Hound if one looks at the stats that matter...




  • PawainPawain Posts: 10,574
    edited February 9
    You sure are spending a lot of time analying pets that you would only use on the MoE gates that are not around anymore.  Or Generals from town invasions, also not around any more.  

    How long before you think they will make another object in the game that does little damage to pets and does not switch targets?  Well you will be prepared for it in 2030 I suppose.  In the 27 years of UO, we have had two of those things...
    Focus on what you can do, not what you can't.
  • KroDuKKroDuK Posts: 945
    edited February 9
    I see.. i'm not using that % make sense then.. to me a PvE keeper would be 65+45+65+35+35= 245.. at least 230 total resist with MINIMUM 185 HP 150 dex and 250 str... under that i wouldn't waste time training them..

    they too weak to worth your time, imo.. except if u have a very niche use/content for them.
    popps said:
    the stats that matter...
    To answer this thing for PvE you should look at; high end boss u plan to use them on, with low physical resist that u can manage with your pack.. assuming u only want to focus on physical and fire resist is not optimal. imo.. this is good for the Paiwan of this world, not the top optimize pack..
    and anything under 190hp .. make it 185 if you are not zealous, should be scrap.. it's a real headach to deal with a pack.

    But yeah, I get what you mean but for ex: poison/energy/cold resist ain't a waste.. it all depend on what you are planning to use them on.. only int/mana for the shadow hounds is really neglectable.

    My general rules as someone who don't use the tool you are for the intensity % for an untrainable melee pet like a shadow hound or a cu sidh was minus 7-12 overall resist from perfection.. 5-10 HP from perfection with a maximum of dex... if not.. they're no keeper.

    You do you tho.. but something sure 171 HP is mediocre.
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
  • poppspopps Posts: 4,114
    edited February 9
    Pawain said:
    You sure are spending a lot of time analying pets that you would only use on the MoE gates that are not around anymore.  Or Generals from town invasions, also not around any more.  

    How long before you think they will make another object in the game that does little damage to pets and does not switch targets?  Well you will be prepared for it in 2030 I suppose.  In the 27 years of UO, we have had two of those things...

    So, if I understand what you are saying, the Shadow Hounds just introduced in the game have basically no use for anything ?

    If so, why would the Developers have wasted their time to make them available and players' time to get them for pets which will hardly be used for any hunt ?
  • GrimbeardGrimbeard Posts: 2,585
    popps said:
    Pawain said:
    You sure are spending a lot of time analying pets that you would only use on the MoE gates that are not around anymore.  Or Generals from town invasions, also not around any more.  

    How long before you think they will make another object in the game that does little damage to pets and does not switch targets?  Well you will be prepared for it in 2030 I suppose.  In the 27 years of UO, we have had two of those things...

    So, if I understand what you are saying, the Shadow Hounds just introduced in the game have basically no use for anything ?

    If so, why would the Developers have wasted their time to make them available and players' time to get them for pets which will hardly be used for any hunt ?
    It's a very small niche pet no need to over think
  • vortexvortex Posts: 241
    popps said:
    Pawain said:
    You sure are spending a lot of time analying pets that you would only use on the MoE gates that are not around anymore.  Or Generals from town invasions, also not around any more.  

    How long before you think they will make another object in the game that does little damage to pets and does not switch targets?  Well you will be prepared for it in 2030 I suppose.  In the 27 years of UO, we have had two of those things...

    So, if I understand what you are saying, the Shadow Hounds just introduced in the game have basically no use for anything ?

    If so, why would the Developers have wasted their time to make them available and players' time to get them for pets which will hardly be used for any hunt ?
    How about you try them and see FFS

  • PawainPawain Posts: 10,574
    popps said:
    Pawain said:
    You sure are spending a lot of time analying pets that you would only use on the MoE gates that are not around anymore.  Or Generals from town invasions, also not around any more.  

    How long before you think they will make another object in the game that does little damage to pets and does not switch targets?  Well you will be prepared for it in 2030 I suppose.  In the 27 years of UO, we have had two of those things...

    So, if I understand what you are saying, the Shadow Hounds just introduced in the game have basically no use for anything ?

    If so, why would the Developers have wasted their time to make them available and players' time to get them for pets which will hardly be used for any hunt ?
    They melted those MoE gates.  They worked as intended.  You do know 1 slot pets have been a round many years.  Glad you finally have learned they have a small use categories.

    The more important question, is why are you wasting so much time messing and writing about these instead of getting drops from the event that will soon end?
    Focus on what you can do, not what you can't.
  • KroDuKKroDuK Posts: 945
    Pawain said:
    The more important question, is why are you wasting so much time messing and writing about these instead of getting drops from the event that will soon end?
    You good Paiwan?

    Do you want to share something with us?
    This is a safe space..
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
  • poppspopps Posts: 4,114
    Grimbeard said:
    popps said:
    Pawain said:
    You sure are spending a lot of time analying pets that you would only use on the MoE gates that are not around anymore.  Or Generals from town invasions, also not around any more.  

    How long before you think they will make another object in the game that does little damage to pets and does not switch targets?  Well you will be prepared for it in 2030 I suppose.  In the 27 years of UO, we have had two of those things...

    So, if I understand what you are saying, the Shadow Hounds just introduced in the game have basically no use for anything ?

    If so, why would the Developers have wasted their time to make them available and players' time to get them for pets which will hardly be used for any hunt ?
    It's a very small niche pet no need to over think

    It sure is a problem for a Tamer to walk a pack of pets through a spawn... it is already a pain to walk not mountable pets dragging along, for example, a dungeon, imagine doing that with a pack of 5 pets all getting aggroed by the spawn as one walks or runs around...

    The Developers should really introduce something to facilitate the use of pack pets in UO...
  • CookieCookie Posts: 1,836
    Seriously though, as a non tamer, this is why I am not a tamer.
    The equivalent knowledge for crafters has effectively been lost in time.
  • KroDuKKroDuK Posts: 945
    edited February 9
    popps said:

    It sure is a problem for a Tamer to walk a pack of pets through a spawn... it is already a pain to walk not mountable pets dragging along, for example, a dungeon, imagine doing that with a pack of 5 pets all getting aggroed by the spawn as one walks or runs around...

    The Developers should really introduce something to facilitate the use of pack pets in UO...
    The first idea that come to mind is use your pack with a partner.. let him open the road while spamming his paperdoll.. this is the beauty of a sandbox.. the good stuff u need to work for it.

    PS: personally i'm lazy and legit.. so I would open the way on my paladin spamming holy light.
    As for pet control.. this is WAY, wayyyy more easier to have them follow you than it was.
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
  • PawainPawain Posts: 10,574
    KroDuK said:
    Pawain said:
    The more important question, is why are you wasting so much time messing and writing about these instead of getting drops from the event that will soon end?
    You good Paiwan?

    Do you want to share something with us?
    This is a safe space..
    Nope.  I'm still getting drops.  Have to equip 8 toons that will transfer from NL to a shard in prodo, they will be glad to have nice items.

    I was given 5 shadow hounds, they were bonded and will sit in the stables until something that does not change target and damages pets very little comes out to use them on.
    Focus on what you can do, not what you can't.
  • KroDuKKroDuK Posts: 945
    edited February 9
    Pawain said:
    KroDuK said:
    Pawain said:
    The more important question, is why are you wasting so much time messing and writing about these instead of getting drops from the event that will soon end?
    You good Paiwan?

    Do you want to share something with us?
    This is a safe space..
    Nope.  I'm still getting drops.  Have to equip 8 toons

    I was given 5 shadow hounds
    make sense now.. stll have to grind a main event design to bribe the bots and their frame skippers.. it explain the bad mood!

    The world doesn't revolve around you.. if u were given and accepted the first 5 weaker specimen u were presented.. do not pull everyone down to your level.

    You shame him for not knowing stuff and shaming him for learning the stuff you don't... pick a lane.

    PS: I lied, this is not a safe space.
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
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