Specifically regarding the Utility Pet (Mez pet):
Its debuff effects should have low chance of break on debuff and nano-cast (15%?). I think it's OK that it should have a higher chance of break on weapon hit, but we should be able to layer our debuffs onto the target fairly reliably without breaking the Utility Pet's effects.
Utility Pet effects should be implemented as perk specials that can be used while moving and queued - and have a 40m range. Short root and snare are likely candidates for the utility pet effect and these are most usefully used against moving targets. Using the effects should be designed with that in mind.
Attack Rating on the pet for the effects should be equal to 50% PM + 50% SI of MP when casting the pet. Nanoskills buffs should increase the AR of the pet as before.
What would be the absolute best would probably be to have all effects available on the same pet, with some method of controlling which one would be used. Preferably icons for each effect that could be put on shortcut bars. All effects would share the same lockout with lockouts based on duration of effect, so you can only use one effect at a time.
Utility Pet effects should work to enhance our other tools:
Short Root to give pets a chance to catch targets and to slow oncoming melee
Single Target Mez vs PvM - as now
Nano Resist Debuff, to enhance our hostile casting
Crit Chance Debuff to work alongside damage reduction
Init Debuff to go alongside our damage debuffs. Init debuff values should be at least equal to crat dmg/init debuffs.
Snare, 3 times duration of short root, to give pets a chance to catch targets and to slow oncoming melee
Higher pets in the line get higher debuff values or longer durations as appropriate.
That's how I'd do a Utility Pet, I think.
X