The parse Daegun posted yesterday regarding a necro moloing three AH mobs bothered me enough that I'm finally going to throw my 2cp into the thread. Looking at Daegun's parse, the first thing that jumped out at me was the utterly incredible avoidance of the EM15 necro pet. I switched down to the spell list to see what the heck he was casting to raise the pet's avoidance to that level. For non-necros in the crowd, the quick-and-dirty summary is this: Aegis of Kildrukaun (AA, 26 casts) is a rune with a 30-second recast delay. Cascading Boneshield (45 casts) is another rune that triggers both a heal and a new, and smaller, Azia rune/heal on fade. Azia fades and triggers a Beza rune/heal, Beza fades and triggers a Caza rune/heal. Phantasmal Ward (22 casts) increases chance to avoid melee damage by 50% for 70 swings. That accounts for the truly amazing avoidance, so let's look at what else he cast: Algid Mending (1 cast) cure/heal for base healing amount of 16580 at rank 2. He says the pet came nowhere near dying, so why would he cast this at all? Cascade of Decay (AA, 3 casts) is a buff you cast on yourself that lasts for an hour and a half and has no effect on protecting your pet from damage. Why would he cast this buff three times in roughly 16 minutes? Cloak of Shadows (AA, 4 casts) would presumably be invising himself when each mob was nearly dead on this combined parse while he went looking for a new target. Death Bloom (AA, ten minute recast delay). Running low on mana? You should've ordered a mod rod with those pet toys. Death's Effigy (AA feign death, 2 casts) to dump aggro. Death's Malaise (AA, 8 casts) to attempt to slow the mob after temporarily flagging it as undead with Scintillate Bones. Death's Malaise has a very high resist rate, which no doubt explains why he had to cast it 8 times on three mobs and failed to get one of them slowed at all. Base duration is 6.5 minutes, so one successful cast should have lasted the entire duration of any one of these fights. Encroaching Darkness (AA, 1 cast) is a no-damage snare. Scintillate Bones (7 casts) with a recast delay of 18 seconds. The undead flag debuff is short duration, so if Death's Malaise fails to land, you have to recast SB to be able to try again with DM. He cast 218 spells total captured on this parse, and 119 of them (54%) had nothing to do with killing the mob. Why would you do such a thing? The necro mind boggles at wasting all that time and energy to no purpose, never mind the spell swapping he had to do to cast 17 different spells (not counting the AA clicks) to get three mobs dead in 16 minutes. What a real necro would do in this situation is scrap the pet, suspend the merc, mem dots for dps, and root rot the mobs. Persistent Paralysis (AA, necro version of VP), Encroaching Darkness (AA, non-damaging snare) in case PP gets broken early, Howl of Tashan (clicky orb I farmed years ago because it helps magic-based dots land), and as many of my dots as I deem necessary for the mob to die in well under five minutes each. I can't afford the real estate on my spell bar for such nonsense as Algid Mending, Cascading Boneshield, Phantasmal Ward and Scintillate Bones except in extremely rare situations. Necro pets tanking raid mobs and uber current content named were never a problem, because they can't do it and never could. I'm having a hard time understanding why necros are once again being flattened by the nerf bat to "correct" a perceived issue with mage pets. That said, I promise you I will not be going to the lengths Daegun went to in his posted parse to keep my pet alive. If my pet is that weak, I'll simply solo instead of molo. No pet, no merc, no exp sharing required, and if I have to back up an expansion or two to find mobs I can root rot that can be rooted and don't summon, I'm perfectly capable of picking my battles. FYI, I created my necro in December 2000 and made her my main with the release of GoD. I've raided on her for years, and by now I have a pretty fair notion what I'm doing. Max level, max exp, 10.5k AAs earned the old-fashioned way with a bunch more banked because I'm too lazy to figure out what useless stuff to spend them on. If you step back from this entire debacle and look at it objectively, what the devs are doing (have already done, since they pushed a significant nerf live without benefit of notice or testing) is bad for the community, bad for the game, and totally unnecessary. I won't quit the game over it, but I know people who will, and that's A Bad Thing. The people who cancel their accounts and delete EQ from their hard drives will find other games to play and other hobbies to pursue, and the distrust SOE is sowing will keep them from buying other SOE products in the future. Is it really worth that to keep mage pets from tanking raid mobs? Or would flagging raid mobs (and possibly specific, carefully selected named, as well) as "no pet tank" have been a better choice?