I finally decided to try again at pets during this last weekend’s Double Pet Rewards event. I’d unsuccessfully tried to get a hatch through the wizard central site so my hatching till now has been totally between my accounts and between pets on each account. But I joined the adult non-pvp players Facebook group a while back and noticed there are lots of folks who help out with hatches, so I gave it a try.
One of the folks with a great pet for every conceivable desire in a pet hatched a Death damage pet with me and for the first time ever I got what I wanted on the first attempt at training. I wouldn’t have minded having another critical or damage talent as the fifth, but I also don’t mind having energizing battery in there. I now plan to periodically ask for help with developing a roster of pets for different purposes. Of course since I still can’t stand much pet training, I will be training them only during Double Pet Reward days 🙂
Since I was on a roll I decided to train Prince Peanut on up to Ultra as I’d become hazy about why I swore off bothering with the final stage of training (you know, besides the I hate it thing 🙂 ). Now I’m puzzling over KI’s thinking. The Ultra bit with its jewel socket would make some kind of sense if you only got a socket at that stage (or a second one), but most of my pets have gotten a socket by ancient and I’ve been able to put any eligible level of jewel (i.e. eligible to the level of the wizard) in the socket. When I got to Ultra this time, I’d already put a fairly high-level damage jewel I quite liked in there and the jewel given for achieving Ultra didn’t inspire a desire to shatter the one I’d already placed.
If KI wants the Ultra to mean something, they should either (1) make the jewel socket available only when you get to that level, or (2) give you a second socket for Ultra, or (3) make the reward for achieving Ultra something else–leaving one jewel socket to arrive at earlier stages of training, as they have been.
My personal favorite idea would be to let you choose, upon achieving Ultra, which of the remaining potential talents for your pet it will get. That for me would make it absolutely worth training every pet to Ultra–or at least every pet with an unrealized potential talent I’d like to add. To get a random jewel for a slot I’ve already filled? not much of an incentive for me… So I’m back to eschewing any further training after Mega.
One of the most complex arenas in Wizard101 is pets. So many pets, so many talents, so many combinations and a lot of high level math equations (stuff you would not find in an elementary school math class, which to me makes the game a little less for the whole family than claimed) at the root of figuring out what does what. One of the most confusing pieces of the array involves the so-called “selfish” pet talents.*
These talents are the ones that show up with a little pig face next to them (see three of these on the left in the picture at top). They generally add points to one of the five statistics listed on the right: strength, intellect, agility, will and power. When you mouse over each of those five, you get a list like the one you see in the lower right of the picture, which tells you which areas and talents are impacted by that stat.
There are formulas you can find on the wiki that can tell you how much you’ll add to, say, health or crit rating by adding 25 points to, for instance, intellect. Although, based on past experience, if I were in a math class and my GPA depended upon my ability to figure out the equations, I could probably hunker down and learn it, as I’ve noted many times, this is a kids game. I play because I want something fun and easy. I left math behind a long time ago and I would not consider it anywhere on the scale of fun to have to solve equations…
However, when I did some research on pet jewels when the Ultra pet possibility showed up last year, I understood enough to realize if I added a jewel that gives 25 more intellect points and 25 more strength points and train the pet to fill those points, they will add significantly to lots of other talents and stats and may cast abilities. You can see a good discussion of how these stat boosts work here.
My grasp of this is totally basic. I couldn’t begin to explain how it all works, and, to be honest, I find most of the attempts to explain it are made by people whose own understanding of math seems to render them incapable of explaining it for someone who doesn’t know math as well. But I could understand enough to take it in that these “selfish” talents can actually be pretty useful.
As I’ve mentioned before, I’ve got quite a few pets with two or three may-cast heal talents but found them only moderately useful as they cast them so seldom. After reading up on these equations, I decided to try affixing an “Unstoppable” jewel, which added 40 points to strength and 25 to agility. Both of those stats affect various aspects of health as well as pips, critical, etc. I’m still pretty hazy about whether the increase affects, for instance, everything to do with pip chance (adding a bit of pip chance to your wizard’s own stats) or whether it only helps if the pet has a talent like pip o’plenty.
Since adding some jewels with stat increases to the pets of several wizards, the pets have started casting heals much more often, making them much more useful. In the case of the one you can see, she doesn’t have a pip chance boost talent and I can’t really tell one way or another whether the increase to the stat has helped her with pips. I also can’t really tell whether the “resistance” boost has made Spell Proof any stronger; the percentage shown when you mouse over hasn’t changed but I’m again unclear whether it would show up there or just in a higher resist when she’s hit.
Generally there are more than five talents I’d like to have on my pets without any of the “selfish” talents in the mix, so I’m still not in love with training to a new level and seeing a selfish talent show up (i.e. the pet you can see on the top will be sold soon). But I AM willing to add a stat raising jewel to help boost the other five talents — or at least a couple of them. All the wizards who’ve added a jewel with stats boosts that help health have been getting more Sprites, Unicorns, etc. cast for them.
I think it’s worth looking at some of the info on stats and how those talents boost. You can see some more info here and here. At the least I’m finding these talents are not just selfish boosts to derby abilities. They definitely are useful to your wizard.
*Since I don’t participate in Pet Derby, this discussion is only covering the talents that help your wizard.
I finally reluctantly have trained a few pets up to ultra. So far not feeling that happy I wasted the time and mega snacks.
Bear in mind, I really, really don’t like pet training. And I’m getting a little tired of constant vigilance in gardening for mega snacks. And then add in that I’m not convinced you really have to have a great pet if you aren’t taking part in PvP (see post)…
One myth I’ve seen many people operating under is the illusion that spending five or six days playing boring games in order to get from mega to ultra will give you another pet talent. The ONLY thing you get for the time and effort is an open socket into which you can put a jewel. Sorry folks, no sixth talent.
So far none of my wizards has a star jewel (the only type the pets take) with any kind of talent or stat boost I’m interested in–and that’s looking at backpacks of every wizard on the account and checking what I have in the Shared Bank. So all that work and my pets don’t have an iota more to offer than they had at mega. In fact, even the talents like Spell Defy or Life Shot that usually go up a percentage or two each time the pet levels up stayed exactly the same.
More importantly for me, once you put a jewel on a pet you can’t put the pet in the Shared Bank. Right now I’m constantly shuffling pets around in order to do hatches and to let non-gardening wizards train while others garden.
When I have a good pet I’m trying to replicate, I’ll often open two accounts and pass the pet from one wizard to another so all six wizards on one account can hatch with all six wizards on another (thus bypassing the long wait time between allowed hatches for one wizard). If I attached a jewel I wanted, I’d have to shatter it, losing it altogether, in order to pass the pet around. And to pass as often as I sometimes do I’d have to get multiples of any jewel I wanted.
So, for right now I’m not seeing any benefit to training more pets to ultra. If I get some great pet jewel drops and finish all hatching, I may look into it again in the future.