Update...... So post a bit if testing conducted after the first round of pet aggro modifications to correct the issue I brought up in the OP of this thread finds that we have made some progress... but there is a tiny bit more work that needs to be done. Thanks developers for what you have done so far to fix the issue. The good..... We can now dps close to what we did before, so the constant use of silent casting is not as critical! Yay! Bravo! The bad...... We have historically relied heavily on the use of our RS pet to pull aggro off our main pet, when faced with hard hitting mobs. By cycling our discs and keeping a constant stream of RS pets on the mob, the mob would spend about 1/2 of the time hitting our regular pet and the other 1/2 of the time hitting our RS pet. This mechanic is broken. No matter how many discs we cycle, the mob spends 100% of it's time hitting out main pet and now totally ignores the RS pet and the RS pet is reduced to being only a dps source. What minor change needs to be fixed.... :/ Make a tweak to the RS pet so that it's aggro is able to build to more than the regular pet as it did previously, about 1/2 through its temp life. (RS pets with full extension aa's last for roughly 22 seconds) So if the aggro grabbing mechanic gains the mobs attention at around the 10 - 11 sec mark, that should do it. (this is with the regular pet's "taunt on" setting turned on, because if we use "taunt off" we run into the 40% DPS reduction issue) Thanks so very much.