Since you don't have the ability to force your pet to taunt until level
13 with the Threatening Stance spell, this is the perfect time to get
used to sending your pet in first and letting him beat on a mob for a
bit before stepping into the fray yourself. Remember that the two of
you are partners and his armor and hit points are far superior to
yours. You picked the second to squishiest class the game has to offer
(yes, the Sorcerer is slightly worse off), so suck it up and learn how
to survive. Rule number one, you are not
a
tank,
so don't act like one.
Despite that last sentence, the Fire Spirit makes a good first
pet
because you also need to learn the art of pulling agro off of him when
you want to. Learning this skill takes a lot of time and patience, all
of it through trial and error, but believe me, this is the time to do
it. During these early levels there's plenty of room for mistakes and
those you make won't be anywhere near as costly now as they will be
later - literally. As you go up in levels, so does the cost to heal
your soul and recover lost experience for the deaths you accumulate.
The best way I've learned to teach the art of agro management to
players for years (if they've asked my advice) is to play a game with
your pet.
Call it Fetch, or whatever you want, but the idea is to pick a mob
that's at the edge of your spell casting range and send your pet in to
begin the battle. The object of the game is to time it just right so
that when you pull the mob off your pet, it dies at your feet, only
managing to get one or two hits on you, if any. This exercise serves
multiple purposes all at once. First off, this is going to give you a
very distinct feel for the way you and your pet interact together.
You'll soon learn when you need to step up your casting and when you
need to back off. It will also save you downtime. If you leave your pet
face to face with a mob for an entire battle, it's going to take more
damage than it needs to and you're going to have to either recast the
pet or sit for long periods of time in order for it to heal. If you
pull it off the mob too soon, it's either going to chew through your
Stone Skin shield too fast (making you vulnerable until its cooldown
timer is finally complete) or chew through you if it's already gone,
now requiring you to sit for long periods of time waiting for your
health to regenerate. On top of everything else, it's also nice to not
have to move to grab your well-earned loot off a corpse. The effort
required to
master this skill can be frustrating, but if you put the time in now,
it will pay off dramatically in the future.
You Still Have to Chuck Some Spells
Mastering the relationship between yourself, your pet, and your current
mob is the most important skill to get down and although it can be
rough to learn,
your
spells are there to help you. Unlike your
misguided counterpart, the Sorcerer, as a Spiritmaster, you come into
your power quickly. The best set of spells you get during your early
career is at level 13. Chain of Earth I is a combination DOT + Slow
spell which you'll use more often than Ice Chain. Be aware that they're
both on the same timer, so if you use one, you can't use the other
until the cooldown timer has run its course. My favorite spell of the
bunch though has to be Energy of Fire I. The description would be hard
pressed to be more bland and uninformative. It merely states, "Summons
2 energies of fire and inflicts magical fire damage on a target within
a 25m radius of you." Boring!
So how could such a boring sounding spell be my favorite? Because what
it actually does is summon two glowing balls of flame (we got that part
already, genius) that do over 100 points of damage *each* to the
target. And they cast multiple times. These two little glowing balls of
barely contained hell will become a central part of your damage
campaign and are what allow you to create an environment of sustainable
damage on a target. They'll become the best little no-named friends you
ever had in a hurry.
As you continue to grow in power, you'll gain new Spirit pets which
you'll need to learn how to play with. Each has its strengths and
weaknesses, but it's going to take time to master them all. If you make
the effort, it will be worth it. Not only to you, but to your
groupmates as well. Anyone can play a Spiritmaster in the early levels,
but shortly before reaching level 20, you'll begin to see a huge
difference in those that learned to play them, and those that learned
to play them well.
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