Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Jun 09, 2006, 02:32 PM // 14:32   #21
Frost Gate Guardian
 
mikkel's Avatar
 
Join Date: Oct 2005
Advertisement

Disable Ads
Default

Quote:
Originally Posted by BigTru
PvP toons are only able touse Elder Wolf, so I'd say "No".
That has to be the worst reason I've ever heard to disagree with a suggestion. Let's never add new weaponry to the game, 'cause PvP characters only have access to PvP weaponry. Let's never add new areas to the game as only battle areas are available to PvP characters.

There's no point for the PvP snooze-fest to drag PvE down with it.

I like the idea of different kinds of damage, but the conditions would be a little overkill.
mikkel is offline   Reply With Quote
Old Jun 09, 2006, 03:14 PM // 15:14   #22
Jungle Guide
 
BigTru's Avatar
 
Join Date: May 2005
Default

Quote:
Originally Posted by mikkel
Let's never add new weaponry to the game, 'cause PvP characters only have access to PvP weaponry.
Not if those weapons are imbalanced/have anything better than a PvP character aside from looks.

Quote:
Originally Posted by mikkel
Let's never add new areas to the game as only battle areas are available to PvP characters.
Irrelevance does not help your debate.

Quote:
Originally Posted by mikkel
There's no point for the PvP snooze-fest to drag PvE down with it.
Biased, irrelevant opinions do not help your debate.

Balance is what A.Net wants in the game. They will not add anything like this if it is not available to PvPers, period. Like it or leave it.
BigTru is offline   Reply With Quote
Old Jun 09, 2006, 03:41 PM // 15:41   #23
Desert Nomad
 
Stockholm's Avatar
 
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
Default

Quote:
Originally Posted by mikkel
That has to be the worst reason I've ever heard to disagree with a suggestion. Let's never add new weaponry to the game, 'cause PvP characters only have access to PvP weaponry. Let's never add new areas to the game as only battle areas are available to PvP characters.

There's no point for the PvP snooze-fest to drag PvE down with it.

I like the idea of different kinds of damage, but the conditions would be a little overkill.
I don't do any PvP myself, but you can not unbalance anything that is useable in PvP just to satisfy PvE, that is the nature of GW. As long as you can go and do PvP with a PvE Toon the PvE weapons have to follow the PvP weapons(pet is a weapon) in dmg. and mod's.
Stockholm is offline   Reply With Quote
Old Jun 09, 2006, 04:09 PM // 16:09   #24
Wilds Pathfinder
 
gabrial heart's Avatar
 
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
Default

Although having pets do specialized damage (which is somewhat already the case) I can see a total problem with balancing this. Rangers are pretty much a strong class (2nd highest armor, evade skills out the whazoo, high penitrating attacks, 2nd highest damage per second output, etc...) adding pet's that do additional strike values would pretty much tip the scales to the point where rangers with pet's would rule the system. If your going to go down the diversity of pets avenue, i think the suggestions of individual rideable pet's might be better. Each class has it's own ridable pet might be pretty fun and be a little more balanced.
gabrial heart is offline   Reply With Quote
Old Jun 09, 2006, 04:10 PM // 16:10   #25
Frost Gate Guardian
 
AnnaCloud9's Avatar
 
Join Date: Aug 2005
Location: Minnesota
Guild: Well if you're bored, then you're boring!
Profession: R/
Default

Hi everyone Thanks for the replies! I merely start a suggestive thread purely for the responses, both positive and negative (and everything in between). It's always nice to get feedback that keeps growing and growing, it's how we'll get things noticed constructively, and maybe even get things we'd like to see without having to make a big deal out of it.

Thanks for staying on topic everyone

P.S. - As far as how I use my pet, I use the Disruptive Lunge about 99% of the time as well. If you ever watch your pet attack, the attack speed is roughly that of a hammer (I believe it's a tad longer). If you use Dis. Lunge, it can take as long as 3-4 seconds to go off (compare this to the axe attack Disruptive Chop). Dis. Lunge isn't as spammable as you think. If your pet is in mid stride to the target, be careful, the skill icon goes off as if it's a stance, however the actual effect won't if the target is too far away or has an obstruction in its path.
AnnaCloud9 is offline   Reply With Quote
Old Jun 09, 2006, 06:07 PM // 18:07   #26
Wilds Pathfinder
 
gabrial heart's Avatar
 
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
Cool

Quote:
Originally Posted by BigTru
Balance is what A.Net wants in the game. They will not add anything like this if it is not available to PvPers, period. Like it or leave it.
Woah... yeah pve has alot more to offer, skill wise, weapon wise and pet wise already as well as armor choices and class switching (without rerolling). Not sure how this invalidates the suggestion by saying it's not available to pvp characters? Tons of stuff is unavailble to pvp players. Perhaps they COULD add it as an option in pvp character creation?

Want it for a pvp character? Make a pve one, play it to level 20 and bring the pet to a friendly neighborhood pvp arena of your choice! Already, there are different types of damage dealt by different type of pets, blunt/slashing. Sorry that pvp characters only get one type, yet another reason for pvp only people to pve!

Pretty much PVP players are stuck with the standard mix available with character creation.
gabrial heart is offline   Reply With Quote
Old Jun 09, 2006, 07:34 PM // 19:34   #27
Jungle Guide
 
BigTru's Avatar
 
Join Date: May 2005
Default

Quote:
Originally Posted by gabrial heart
Woah... yeah pve has alot more to offer, skill wise, weapon wise and pet wise already as well as armor choices and class switching (without rerolling). Not sure how this invalidates the suggestion by saying it's not available to pvp characters? Tons of stuff is unavailble to pvp players. Perhaps they COULD add it as an option in pvp character creation?
Not entirely new features like pet mods. If you add selectable pets to the PvP creation screen, you'll hear hundreds of PvErs screaming about how another PvE only item is available to PvPers, in the same way they'd whine if 15k armor was available for unlockingto PvErs.

How does PvE offer more "skill wise"?

Quote:
Want it for a pvp character? Make a pve one, play it to level 20 and bring the pet to a friendly neighborhood pvp arena of your choice! Already, there are different types of damage dealt by different type of pets, blunt/slashing. Sorry that pvp characters only get one type, yet another reason for pvp only people to pve!
Let's make PvErs PvP to get Superior Runes for their ranger, OK? OK!
BigTru is offline   Reply With Quote
Old Jun 09, 2006, 07:39 PM // 19:39   #28
Banned
 
Join Date: Mar 2006
Guild: :P
Profession: E/Me
Default

Ok onw way to make pet differet, they should have speical abilities. any bird pets should fly, cats should be able to climb trees,pigs should be fast runners. Lizards should have sort of ability can't think of what. that is how a pet should be different.
dreamhunk is offline   Reply With Quote
Old Jun 09, 2006, 08:15 PM // 20:15   #29
Furnace Stoker
 
Dr Strangelove's Avatar
 
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
Default

Quote:
Originally Posted by gabrial heart
Woah... yeah pve has alot more to offer, skill wise, weapon wise and pet wise already as well as armor choices and class switching (without rerolling). Not sure how this invalidates the suggestion by saying it's not available to pvp characters? Tons of stuff is unavailble to pvp players. Perhaps they COULD add it as an option in pvp character creation?

Want it for a pvp character? Make a pve one, play it to level 20 and bring the pet to a friendly neighborhood pvp arena of your choice! Already, there are different types of damage dealt by different type of pets, blunt/slashing. Sorry that pvp characters only get one type, yet another reason for pvp only people to pve!

Pretty much PVP players are stuck with the standard mix available with character creation.
I'd think it would be a pretty simple matter to add a pet selection screen to the PvP interface if they chose to do this.
Dr Strangelove is offline   Reply With Quote
Old Jun 09, 2006, 08:31 PM // 20:31   #30
Banned
 
Join Date: Mar 2006
Guild: :P
Profession: E/Me
Default

Quote:
Originally Posted by Dr Strangelove
I'd think it would be a pretty simple matter to add a pet selection screen to the PvP interface if they chose to do this.
I would agree but the pets pve players had to work for shouldnot be on the list. All the other pets should be there. Like the fow or end game pets.
dreamhunk is offline   Reply With Quote
Old Jun 09, 2006, 08:49 PM // 20:49   #31
Furnace Stoker
 
Dr Strangelove's Avatar
 
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
Default

Quote:
Originally Posted by dreamhunk
I would agree but the pets pve players had to work for shouldnot be on the list. All the other pets should be there. Like the fow or end game pets.
Just like the weapons and armor PvE people had to work for shouldn't be available to a PvP character? The whole point of a PvP character is that you don't have to grind to have competetive gear and skills.
Dr Strangelove is offline   Reply With Quote
Old Jun 10, 2006, 12:11 AM // 00:11   #32
Desert Nomad
 
BahamutKaiser's Avatar
 
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
Default

There are alot more ways to exploit pets than just their deaths, there are skills like barbs which will expound extra hits, and some very powerful pet skills which can improve entire groups of pets by large amounts, as well there are several other builds which exploit the added number of attackers and health of pets, these as well as having bring your own corpse pets for death skills.

Not every skill, or even skill groups, are effective in PvP, Raising Minions is nearly impossible in the wake of a necro using corpses for nearly anything else, DoT skills are mostly useless because they do not ensure enough damage on several targets since they will flee the effect, and using solo pet builds is not uber. Solo Monks die in seconds if enemies bring proper counters, and Pets are second rate damage by themselves.

Expertise is an energy management catagory which allows Ranger to make any energy skill cheaper, it allows you to use the power of your pets skills more often, even using them more often does not prove that the damage should match other classes. Your using a seperate creature to attack enemies, that creature is much more expendable, in the same way a bow allows you to attack at an advantagious distance, a pet also allows you to attack enemies without making yourself vulnerable, the amount of damage a pet can take is rather significant, compared to Assassin who is an actual character, Pets have more natural armor, and are not even significant targets of attack. Add that on with the use of powerful skills like call of protection and revive animal, any group of pets can gain an unparallelled defensive bonus for a vast amount of time, and all pet raises can be covered by one character in that group if only one of the beast masters brings these skills.

The fact that it is more difficult to cover healing on an extra permenant creature in your party and that they only excel in proper builds doesn't make them useless or underpowered, the fact that you don't use them properly doesn't mean they are broken. Pets have the potential to be used for very effective combat techniques, whether or not they are used or appreciated doesn't matter, it is, at its best, strong enough to balance with any other build, and that is why Anet chooses to keep them the way they are.

You don't have to agree with me, I agree with Anet developement staff, feel free to continue to tell them that they don't know how unbalanced and broken pet builds are, they know you are wrong and will not break the balance just because you don't understand.

Pets work different then other damage types, it is the cheapest, least contact damage source in the game, made even cheaper by Expertise, which doesn't need to be maxed to be effective, they will never equate to a Warrior or Assassin for peeling out melee attacks or any other class who is spending more energy, more skill slots and attributes, and is at more risk, for damage.

Elementist maxes points in an element, high points in energy storage, and often points in some sort of support for more energy or healing skills, spends at least 2 slots just to cover energy management, one for health management, one for rez often one for healing support, leaving only 3 or 4 attack skills, 5 at best. Tell me how it is unfair for Ranger to spend high points in Expertise to make the cheapest attacks in the game cheaper, then bank on charm animal, Rez animal and rez for normal support, leaving 4 or 5 skills for pet attacks is suppose to match Elementist. The elementist has less armor, must be in range to cast, and is 10 times more likely to get shutdown by interrupts and hexes. Pumping points in energy storage and bringing at least 2 energy management skills to even consider continous spell casting is exactly the same amount of skills and attribute that it takes for Ranger to bring a pet, rez pet and provide energy management for an already abismally cheap skill pool wile dealing damage with the least priority creature on the battlefield allowing for ease of evasive maneuvers.

Blindness isn't justification for improvment, I won't say that there arn't any skills and costs which could be improved in Beast Mastery, but this suggestion is blaitently and obsurdly unbalanced, no matter how you spin it.

Also, Warrior only has 2 types of Damage, Slashing and Blunt, Assassin only has one, but also includes some spells, Ranger has use of Piercing with bow, and Piercing or Slashing with pets, that is plenty fair, you shouldn't be able to do any kind of damage you want with any setup. There were reports in the past that there were blunt pets too, even though they may be false, it wouldn't put Beastmastery at a disadvantage, it just matches others in damage options. You can't have everything, balance revolves around abilities and limitations, you expect to get everything with one attribute line in one class.

Last edited by BahamutKaiser; Jun 10, 2006 at 12:17 AM // 00:17..
BahamutKaiser is offline   Reply With Quote
Old Jun 10, 2006, 01:09 AM // 01:09   #33
Furnace Stoker
 
Dr Strangelove's Avatar
 
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
Default

Quote:
Originally Posted by BahamutKaiser
There are alot more ways to exploit pets than just their deaths, there are skills like barbs which will expound extra hits,
Barbs isn't very effective with pets because of their slow attack speed. With pretty much any build they show up in, pets are meant to die, IWAY and B/P being the classic examples.

Quote:
Originally Posted by BahamutKaiser
and some very powerful pet skills which can improve entire groups of pets by large amounts, as well there are several other builds which exploit the added number of attackers and health of pets, these as well as having bring your own corpse pets for death skills.
Pet calls have been shown to *not* affect groups of pets. The issue at hand is not pets as mobile corpses and meat shields, but pets at useful attackers.

Quote:
Originally Posted by BahamutKaiser
Not every skill, or even skill groups, are effective in PvP, Raising Minions is nearly impossible in the wake of a necro using corpses for nearly anything else, DoT skills are mostly useless because they do not ensure enough damage on several targets since they will flee the effect, and using solo pet builds is not uber. Solo Monks die in seconds if enemies bring proper counters, and Pets are second rate damage by themselves.
Most skills have at least some use in PvP. Raising minions is useful for MF builds, and extremely useful in the mass carnage known as 12v12. DoT skills are useful for driving an enemy from wards or forcing them to kite, blocking a chokepoint in 12v12, or just nuking the bejeezus out of NPCs. 55 monks are not useful themselves, but every skill on their bar has a use in PvP. Beastmasters on the other hand...

Quote:
Originally Posted by BahamutKaiser
Expertise is an energy management catagory which allows Ranger to make any energy skill cheaper, it allows you to use the power of your pets skills more often, even using them more often does not prove that the damage should match other classes.
When using damage skills and an unwieldy weapon like a pet, shouldn't damage be improved? Anet agrees, pet attacks generally provide higher damage for less cost than comparable bow attacks, the tradeoff being less flexibility


Quote:
Originally Posted by BahamutKaiser
Your using a seperate creature to attack enemies, that creature is much more expendable, in the same way a bow allows you to attack at an advantagious distance, a pet also allows you to attack enemies without making yourself vulnerable, the amount of damage a pet can take is rather significant, compared to Assassin who is an actual character, Pets have more natural armor, and are not even significant targets of attack. Add that on with the use of powerful skills like call of protection and revive animal, any group of pets can gain an unparallelled defensive bonus for a vast amount of time, and all pet raises can be covered by one character in that group if only one of the beast masters brings these skills.
Call of protection only affects one pet, revive animal is totally worthless now with the buff to comfort animal. The pet may be a very effective tank, but kill the squishy ranger a few feet away, a ranger that has few defensive abilities because of the emphasis on pets, and that pet becomes worthless in short order, just like a powerful weapon on a warrior becomes worthless if you kill him.

Quote:
Originally Posted by BahamutKaiser
The fact that it is more difficult to cover healing on an extra permenant creature in your party
It's actually easier thanks to their insta-rezzes.

Quote:
Originally Posted by BahamutKaiser
Pets have the potential to be used for very effective combat techniques,
Name one, mobile corpse/meat shield doesn't count

Quote:
Originally Posted by BahamutKaiser
they know you are wrong and will not break the balance just because you don't understand.
If it's balanced, why are they not effective weapons? Just because something exists in the game doesn't mean it's balanced. Heck, Anet rebalances skills every season in an attempt to maintain balance

Quote:
Originally Posted by BahamutKaiser
Pets work different then other damage types, it is the cheapest, least contact damage source in the game, made even cheaper by Expertise, which doesn't need to be maxed to be effective, they will never equate to a Warrior or Assassin for peeling out melee attacks or any other class who is spending more energy, more skill slots and attributes, and is at more risk, for damage.
Skill slots are at a premium for beastmasters. Expertise needs to be high for most ranger builds unless some other source of energy management is provided. Everyone is at equal risk for damage in PvP since there is no such thing as aggro.

Quote:
Originally Posted by BahamutKaiser
Elementist maxes points in an element, high points in energy storage, and often points in some sort of support for more energy or healing skills, spends at least 2 slots just to cover energy management, one for health management, one for rez often one for healing support, leaving only 3 or 4 attack skills, 5 at best. Tell me how it is unfair for Ranger to spend high points in Expertise to make the cheapest attacks in the game cheaper, then bank on charm animal, Rez animal and rez for normal support, leaving 4 or 5 skills for pet attacks is suppose to match Elementist. The elementist has less armor, must be in range to cast, and is 10 times more likely to get shutdown by interrupts and hexes. Pumping points in energy storage and bringing at least 2 energy management skills to even consider continous spell casting is exactly the same amount of skills and attribute that it takes for Ranger to bring a pet, rez pet and provide energy management for an already abismally cheap skill pool wile dealing damage with the least priority creature on the battlefield allowing for ease of evasive maneuvers.
Comparing beastmasters to elementalists in efficacy hardly helps your point.


Quote:
Originally Posted by BahamutKaiser
Blindness isn't justification for improvment, I won't say that there arn't any skills and costs which could be improved in Beast Mastery, but this suggestion is blaitently and obsurdly unbalanced, no matter how you spin it.
My suggestion was not not have condition spamming pets, but to have pets have innate weapon mods since they are used as weapons. This would add a balanced change to pets as well as making the different varieties of pets a little more interesting

Quote:
Originally Posted by BahamutKaiser
Also, Warrior only has 2 types of Damage, Slashing and Blunt, Assassin only has one, but also includes some spells, Ranger has use of Piercing with bow, and Piercing or Slashing with pets, that is plenty fair, you shouldn't be able to do any kind of damage you want with any setup. There were reports in the past that there were blunt pets too, even though they may be false, it wouldn't put Beastmastery at a disadvantage, it just matches others in damage options. You can't have everything, balance revolves around abilities and limitations, you expect to get everything with one attribute line in one class.
Wrong, all other classes have the option of fire, air, earth and water damage through the use of mods. Quite honestly, there is very little difference between the three forms of physical damage.
Dr Strangelove is offline   Reply With Quote
Old Jun 10, 2006, 03:28 AM // 03:28   #34
Furnace Stoker
 
Nevin's Avatar
 
Join Date: Jul 2005
Default

Is this really such a bad thing? Beast Mastery is not a very popular attribute, and when used it almost never utalizes a pet. So.. I'm gunna have to say.

/half-half signed
Nevin is offline   Reply With Quote
Old Jun 10, 2006, 03:47 AM // 03:47   #35
Forge Runner
 
Maria The Princess's Avatar
 
Join Date: Mar 2006
Guild: Aequitas Deis
Default

/signed

btw, i LOVED the Diablo 2 "pet"

the NPC following you, you can buy her weponss, armor. would be nice to be able to modify the pet, such as.... idk, sharpen claws, feed whatever to personalise it.

and ya, to the OP, i love that idea
Maria The Princess is offline   Reply With Quote
Old Jun 12, 2006, 07:59 PM // 19:59   #36
Ascalonian Squire
 
Iago Di LeMoix's Avatar
 
Join Date: Jun 2006
Location: Louisiana
Guild: Mystic Forerunners
Profession: Rt/Mo
Default

just a small note on my opinions of pets. i've posted somewhere else about the "skill bar for pets" (find the thread "pet-bar" i believe) and see a small change to what i origionally said. i wont repeat that post, so to fully understand what i'm about to say, please search the other thread and read it there. If they added the second skill bar as i noted before.. any attacks in the bar shouldn't be commandable by the player, those will be the attack skills that the animal itself uses on its own. give the pet its own energy pool as well. now, for instance, say you want to use "well timed skills" then lets give the option of placing a pet attack skill on the players skill bar, to enable the player to decide when the pet uses that skill, like it is now, however, leave the pet with its own attacks to use as it would see fit (like henchmen). Before closing, i'd like to say, please read the other post and this will make more since to you.
Iago Di LeMoix is offline   Reply With Quote
Old Jun 12, 2006, 08:38 PM // 20:38   #37
Wilds Pathfinder
 
gabrial heart's Avatar
 
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
Default

Quote:
Originally Posted by BigTru
Not entirely new features like pet mods. If you add selectable pets to the PvP creation screen, you'll hear hundreds of PvErs screaming about how another PvE only item is available to PvPers, in the same way they'd whine if 15k armor was available for unlockingto PvErs.

How does PvE offer more "skill wise"?
I wouldn't whine if they were unlockable to pvp'ers. I honestly think pvp only characters get the short end of the stick to pver's as far as customizing, alternative pet's, weapons, armor. Skill wise, a pve person can spend a few short hours in game to earn a nice compilation of skills and even a few elites tossed in. As most pvp players say, pve is much easier. I'd have to agree.

Not starting out the game fresh with a pvp only character, i really don't know how many skills a pvp person gets at the begining. <shrugg>


Quote:
Originally Posted by BigTru
Let's make PvErs PvP to get Superior Runes for their ranger, OK? OK!
hrmmm... I think if your not taking advantage of the pve enviroment as well as pvp then your just not getting your money's worth. Pve has some pretty challenging areas and offers a good amount of fun. I don't disapprove with the plight of the pvp only folks, but pve has (statisticaly) a larger player base then pvp. A great deal of whining for change comes from both ends me thinks.
gabrial heart is offline   Reply With Quote
Old Jun 12, 2006, 09:05 PM // 21:05   #38
Wilds Pathfinder
 
gabrial heart's Avatar
 
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
Default

If you look back through the archives on guru and other sites, you'll find that not too long ago beastmaster builds were quite popular. This before I-way, BP rangers and MF became the rage.

I think a new way to deal with pets and having access to new pet types isn't such a bad idea. Although currently touch rangers are all the rage and typically rangers make a decent well-rounded class as they are, having a wider arrange of damage types and pet variety might rekindle the beast masters just waiting to be "unleashed"

As far as having a second skill bar for pets, nah, if a minnion master is worth anything he's not thinking if only i had a second bar just for minnions, if your going to be a beast master, you only need one skill bar.
gabrial heart is offline   Reply With Quote
Old Jun 12, 2006, 09:50 PM // 21:50   #39
Jungle Guide
 
Priest Of Sin's Avatar
 
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
Default

what if perhaps the mostly useless charm animal skill was put into use? like have the pets do conditons, but turn Charm Animal into their special little skill. Just some thoughts.
Priest Of Sin is offline   Reply With Quote
Old Jun 12, 2006, 09:51 PM // 21:51   #40
Wilds Pathfinder
 
frojack's Avatar
 
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
Default

Why do pet's need this buff? Any experienced 'true' beastmaster (not those scum who use them as meat shields. Sorry, it irks me) will know how powerful these little tanks can be.
A good example of this was Shiro in Factions. We had 1 warrior and my little howler. I kept him poisoned and crippled so he couldn't get to the softies (without teleporting) while he was dying slowly. As soon as he reached <50%, game done. Thanks to the Godliness of Brutal Strike, my pet was dealing 80 damage every 5 seconds. Sure, he died a few times (Shiro noticed the little tank sinking his teeth in a little too deep) but he was back to full effectiveness in no time.

Basically, when used properly, pet's are rock solid. Very good weapons. Not really in need of any kind of buff (though Zamial's suggestions are quite cool ).
The only buff I would like to see would be the merging of Charm and Comfort. However I must admit, that even that is just a greedy desire of mine .
frojack is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:54 PM // 17:54.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("