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Old Jul 13, 2005, 04:58 PM // 16:58   #41
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Quote:
Originally Posted by RTSFirebat
The way I see, pets are underuse due to these limitations, I mean really it makes sense to add these in. Pets are part of the team!
Give us a day or two and everyone will be trying to copy our build.
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Old Jul 20, 2005, 09:13 PM // 21:13   #42
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Okay I should have written a couple of weeks . Hard to convinve 7 people to give pets a chance. Here's the result.
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Old Jul 20, 2005, 09:44 PM // 21:44   #43
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Originally Posted by BigTru
[B]
2) Let us use them in the Doppleganger fight. As I said, my pet is my weapon. I was a bit suprised when I realized I had left my pet behind while the Doppler was whailing on me. A small change, but it would be nice for up-and-coming beastmasters.

3) AI Improvement and Pet Commands. Right now, my pet is plagued with... stupidity. For example, if I die in PvP and there is nobody attacking my pet, why does it just stand around? Why not fight nearby enemies?

I feel it should be fixed with basic pat comands such as:

Attack: Engage nearby enemies at will.
Defend: Only attack enemies engaged on the pet or the master.
Heel/Stay: Orders pet to stay where it is.
Come Back: Calls the Pet back to it's master's side.

These comnands should not be skills, just basic commands given to a user when she/he is using a pet. There should simply be a keyboard shortcut and/or onscreen butttons.
[B]

5) Do away with the "Skill Disabling" when your pet dies. I see no reason why all of my skills should be disabled when my pet dies. Mabey my pet sklills, but not mine. I do not feel this would be unbalanced in any way.

I do agree that their should be a penalty for letting your pet die. If they must have skills disabled for letting it die, change it so that your skills aren't further disabled for using comfort animal and have it so that BeastMastery effects how long you will have skills disabled.

6) When our whole team wipes out and we respawn, let our pet respawn too! I don't see why it shouldn't, and I'm sure many will agree on this one as well.

7) Let me see my pet damage! The pet is a part of me, so let me see how much damage I am doing. Are you trying to hide something?

8) Allow the Monk skill "Heal Area" effect Pets. I've said it before, and I'll say it again. The pet is my weapon; a part of my character, likewise, he is a team member and should be treated like a player.

9) More pet attack skills.
There are only 9 skills that direcly orders your pet to use an attacking skill (If you count the Disrupting skills and skills that add a condition). The number itself isn't half bad, but given the fact that it takes a whole skill slot to have your pet out and another to revive/heal it, you could probably imagine that there is certainly a lack of variety in skills.


Most of these suggestions don't take much to be implemented and it would vastly improve gameplay for beastmasters eveywhere. Right now I will admit, Beastmastery is definitaly lacking, but I love Tony Montana

With a few minor improvements, Beastmasters can be taken more seriously in PvE/PvP.
2) agreed
3) agreed
5) I think it only does that if you have the skill comfort animal equipped.Try revive animal.
6) agreed
7) agreed
8) It already heals the pets
9)maybe

Yep beastmasters are lacking.Also I noticed today they didn't have a PvP character with the charm animal skill equipped.I remember they used to have one, bring him back!!!!!!!!
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Old Jul 20, 2005, 10:02 PM // 22:02   #44
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Thomasuwoo. well i'll be totally honest. i never, ever thought it could be done. most of my friends said the same. the first pic u presented from the arenas shook us up a bit but we figured that in the arenas anything crazy would work. now this. my only wish is that i couldnt see the other players faces when they lost to a BM team. frankly i'd be in total shock. congrats and yes i've already shown my guildies the pic. ironically enough the post before i posted your pic said, "... it is highly unlikely a build of this sort would work." congrats!
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Old Jul 20, 2005, 10:40 PM // 22:40   #45
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Hi, I'm currently playing a Mo/R that travels around with a pet. Most of skill slots are dedicated towards monking, but I got two skill slots for my pet, Charm Animal and Ferocious Strike with a BM skill of 10. He feeds me energy and adds to the offense of the team so I like em. Plus once I get some juicy sustained enchants I'll probaly start bringing along symbiosis too. That said here's what I agree with.

Quote:
Originally Posted by BigTru

3) AI Improvement and Pet Commands. Right now, my pet is plagued with... stupidity. For example, if I die in PvP and there is nobody attacking my pet, why does it just stand around? Why not fight nearby enemies?

I feel it should be fixed with basic pat comands such as:

Attack: Engage nearby enemies at will.
Defend: Only attack enemies engaged on the pet or the master.
Heel/Stay: Orders pet to stay where it is.
Come Back: Calls the Pet back to it's master's side.

These comnands should not be skills, just basic commands given to a user when she/he is using a pet. There should simply be a keyboard shortcut and/or onscreen butttons.
[B]
What I want is a "Mimic" command. So I can tell my pet, "hey you I want you to follow the W/Mo and attack his target." I think this would be a big help for any body who wants a pet but is a class that doesn't always attack the called. I'm thinking mesmers, rangers that want to spread around conditions, curse necros, and monks like me that are often too busy healing.

Quote:
Originally Posted by BigTru

5) Do away with the "Skill Disabling" when your pet dies. I see no reason why all of my skills should be disabled when my pet dies. Mabey my pet sklills, but not mine. I do not feel this would be unbalanced in any way.

I do agree that their should be a penalty for letting your pet die. If they must have skills disabled for letting it die, change it so that your skills aren't further disabled for using comfort animal and have it so that BeastMastery effects how long you will have skills disabled.
Agreed, while I sympathise with those who see the balance value in having a drawback like this to prevent people from just taking 3 points in BM and slapping Charm on thier skillbar, there is already a drawback. The fact that a pet with 3 BM is useless (becuase attack power scales with ranks in BM) and they a wasting a valuble skill slot on a useless pet.

This also really hurts the archetype I'm trying out. Mo/R beastmaster (I thought a build based on St. Francis of Assisi would be cool). This aspect of pets really shuts out people from trying this combination and I think that's wrong. We should be encouraging more new,wierd, and uncommon builds.

If you want a drawback to replace the blackout then, IMO just scale more things about your pet with BM level like (HP, AC, ect) then those people taking pets with 3 BM got a really dead skill in thier toolbar. And if they want to shoot themselves in the foot, so be it.

Last edited by QuixotesGhost; Jul 20, 2005 at 10:45 PM // 22:45..
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Old Jul 21, 2005, 03:43 AM // 03:43   #46
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I'd like to add to the suggestions:

(1) create a separate skill bar for the pet, with at least 3 slots in it. That way your character can at least use the secondary skills sometime.

(2) create a way to buy additional armor - in the later stages of the game, the pet dies too quickly & really needs this.
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Old Jul 21, 2005, 12:13 PM // 12:13   #47
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Quote:
Originally Posted by JasonJLore
Thomasuwoo. well i'll be totally honest. i never, ever thought it could be done. most of my friends said the same. the first pic u presented from the arenas shook us up a bit but we figured that in the arenas anything crazy would work. now this. my only wish is that i couldnt see the other players faces when they lost to a BM team. frankly i'd be in total shock. congrats and yes i've already shown my guildies the pic. ironically enough the post before i posted your pic said, "... it is highly unlikely a build of this sort would work." congrats!
Thanks Jason J. We're always looking for flexible and crazy players for new builds. If you're intereted send me a pm. Gimme a PM if you're looking for a differnt party in the Tombs some time.

Quote:
Originally Posted by dreamer13
I'd like to add to the suggestions:

(1) create a separate skill bar for the pet, with at least 3 slots in it. That way your character can at least use the secondary skills sometime.

(2) create a way to buy additional armor - in the later stages of the game, the pet dies too quickly & really needs this.
1. This would unbalance the pets in my opinion. They are already powerful.
2. A few patches ago they wern't infused and as such went down like (Insert hooker refernce here) to the mursatt. Try now. They can take much more of a beating now.

Quote:
Originally Posted by QuixotesGhost
What I want is a "Mimic" command. So I can tell my pet, "hey you I want you to follow the W/Mo and attack his target." I think this would be a big help for any body who wants a pet but is a class that doesn't always attack the called. I'm thinking mesmers, rangers that want to spread around conditions, curse necros, and monks like me that are often too busy healing.
I like that idea. I'd also like it if otugys Cry would get idle pets to attack the target of said skill.

On the blackout. It's only 4 secconds when the pet is killed. However it's 8 when you res it with comfort animal. I reccomend that you don't res mid fight if you can help it or have somebody with revive animal res him. Remeber that you can use comfort animal to heal your pet and prevent him from dying in the first place.
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Old Jul 24, 2005, 07:34 AM // 07:34   #48
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First of all, I want to say this is one of the best suggestion threads I've read, and I've read 14,593 of them.

This week.

Seriously, I love the basic ideas, the additional input, you guys are great! There are other good threads on the subject, too, but I'm going to reply to each point here, just as a form of update.

Quote:
Originally Posted by BigTru
1) Allow our pets to be Infused. This is a MAJOR problem later on, and it is unneccissary and easy to fix. My pet is my weapon. However, whenever a Mursaat even takes a glance at poor Tony Montana, he dies in 1-2 hits. Yay, you finally implemented this one! Thanks!
Thought you'd like that. I sure did!
Quote:
2) Let us use them in the Doppleganger fight. As I said, my pet is my weapon. I was a bit suprised when I realized I had left my pet behind while the Doppler was whailing on me. A small change, but it would be nice for up-and-coming beastmasters.
Couldn't agree more. A Beastmaster who is suddenly beast-less is like forcomg a swordmaster to fight with a putty knife instead of his sword.
Quote:
3) AI Improvement and Pet Commands. Right now, my pet is plagued with... stupidity. For example, if I die in PvP and there is nobody attacking my pet, why does it just stand around? Why not fight nearby enemies? I feel it should be fixed with basic pat comands such as:
Attack: Engage nearby enemies at will.
Defend: Only attack enemies engaged on the pet or the master.
Heel/Stay: Orders pet to stay where it is.
Come Back: Calls the Pet back to it's master's side.

These comnands should not be skills, just basic commands given to a user when she/he is using a pet. There should simply be a keyboard shortcut and/or onscreen butttons.
Yes, exactly. There are a couple more elsewhere in the thread that ought to be considered, as well. I was so pleased when call target came in, but we do need more and better commands, and don't worry, everyone on the team is aware of it.
Quote:


4) Do away with "Charm Animal".
Well, not completely do away with it (This skill should only be used to charm an animal). Instead of making it neccissary to have "Charm Animal" equiped to use a pet, you should instead have "Comfort Animal" necccissary. Either that, or have pets available whenever you have a skill equiped that targets the pet directly.
Here's where I'm not sure. I see value in it, but maybe in a balance sense it's necessary. I wonder about a compromise where you don't need to have Charm Animal equipped, but if the pet dies, you cannot res it in that mission. That would free the slot but not make it without cost. On the other hand, that's a high price to pay for a single death. I agree there may be a better way here, so keep the ideas coming on this particular aspect, too.
Quote:
5) Do away with the "Skill Disabling" when your pet dies. I see no reason why all of my skills should be disabled when my pet dies. Mabey my pet sklills, but not mine. I do not feel this would be unbalanced in any way.
As stated in this thread, having your pet die has to hurt in some way. But yes, it's costly in PvP, which is why you see so few (any?) beastmaster PvP specialists. It's my dream that someday, Rangers with pets will be truly viable in PvP, as I know they are in cooperative play.

Quote:
6) When our whole team wipes out and we respawn, let our pet respawn too! I don't see why it shouldn't, and I'm sure many will agree on this one as well.
Hmmm... I'm on the fense on this one, too. There's that "cost thing" again. If you have what can be a very powerful ally, I think there need to be balancing effects as a form of "payment" for it. But yes, many is the time I've hoped for auto res for my pet. I did Althea's Ashes too soon; I had not leveled enough, really, but I was stubborn. I think it took nearly two hours, and ressing George and trying strategically to use him, with a second Ranger/beastmaster doing the same, was darned challenging. I was nearly ready to bag it, but in the end we completed that mission and it's the one of which I am most proud.

Quote:
7) Let me see my pet damage! The pet is a part of me, so let me see how much damage I am doing. Are you trying to hide something?
Yes. And no. Yes, we should show the damage that the pet is inflicting (and tied to the "commands" that we should add, the combination will be most helpful and effective!). No, we are not trying to hide anything. Honestly I'm not sure why it doesn't show, and honestly, I believe that someday it will.

Quote:
8) Allow the Monk skill "Heal Area" effect Pets. I've said it before, and I'll say it again. The pet is my weapon; a part of my character, likewise, he is a team member and should be treated like a player.
Ok, umm, embarrassment time: I was not aware that HA didn't work on pets! I haven't been using it at present, but for goodness sake, I used it religiously during alpha. I was absolutely amazing at a three-skill combination that meant that my pet rarely died and my teammates, many of whom poo-poo'd my skill choices, turned into believers when they say the combo's effectiness. Now, I am miffed to hear that HA isn't effective on pets! You sure about this? I am going to try it as soon as I'm done with this post. I have to say that I think that this may not be a design decision, this may be a bug! (I seriously will be asking about this on Monday! Humph!!)
Quote:
9) More pet attack skills.
Quote:
There are only 9 skills that direcly orders your pet to use an attacking skill (If you count the Disrupting skills and skills that add a condition). The number itself isn't half bad, but given the fact that it takes a whole skill slot to have your pet out and another to revive/heal it, you could probably imagine that there is certainly a lack of variety in skills.
I personally think there are enough choices, but why don't we see if some truly unique additional ideas can come out of this discussion.

Quote:
Most of these suggestions don't take much to be implemented and it would vastly improve gameplay for beastmasters eveywhere. Right now I will admit, Beastmastery is definitaly lacking, but I love Tony Montana With a few minor improvements, Beastmasters can be taken more seriously in PvE/PvP.
Actually, implementing these could take quite a bit of effort, which is why it wasn't done in an update. However, don't let that sadden you. I was speaking to James Phinney on Thursday, and we got into a discussion about pets, and James did say that pets are on the improvement list, and that everyone on the team agrees that they could be better. I wouldn't give up George for anything, even now, but the concept of pets will be expanded and improved.

Please keep the ideas coming!
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Old Jul 24, 2005, 02:29 PM // 14:29   #49
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Quote:
Originally Posted by BigTru
1) Allow our pets to be Infused.
Well that one can be laid to rest!

Quote:
Originally Posted by BigTru
2) Let us use them in the Doppleganger fight.
Definitely agree with that one!

Quote:
Originally Posted by BigTru
3) AI Improvement and Pet Commands.
I agree with this one. The more commands the better. Many threads have been posted with suggested commands to enhance the intelligence of the pet.

Quote:
Originally Posted by BigTru
4) Do away with "Charm Animal".
I kind of agree with this as well. At least to the point of making it one slot. Or making Charm Animal unnecessary to have with you at all times to keep your pet with you and have Comfort Animal instead. Either combining them into one skill or making Charm necessary only for charming the animal and Comfort required for using the animal would be great. That leaves a skill slot open for better use. Having a skill slot taken up just so you can HAVE your pet with you is a waste.

Quote:
Originally Posted by BigTru
5) Do away with the "Skill Disabling" when your pet dies.
I completely disagree with this. Your pet is supposed to be a part of you. A trusted companion on the lonely ranger road. It's supposed to hurt when it dies. You SHOULD be disabled when it dies. You should be glad it's for as short a period of time that it is.

Quote:
Originally Posted by BigTru
6) When our whole team wipes out and we respawn, let our pet respawn too!
I'm on the fence with this. It would be nice. The pet IS part of the party but on the other hand it isn't. It's also an issue of being hurt when the pet dies. Having to find it and res it is all part of being a ranger. A part of the angst

Quote:
Originally Posted by BigTru
7) Let me see my pet damage!
I do agree with this. I know my pet is better at dealing damage than I am. I'd love to see how much.

Quote:
Originally Posted by BigTru
8) Allow the Monk skill "Heal Area" effect Pets.
I know that some monk skills work on pets and some don't. That's part of the game. What really makes me wonder is that my Comfort Animal skill doesn't work on other pets. Why can't I heal other Ranger pets?
Quote:
Originally Posted by BigTru

9) More pet attack skills.
What, 9 isn't enough? I suppose we could have more but how many ways are there to bite, claw, tear and kill?



Now, for my suggestions.

I've suggested on other threads pet colors, armor, collars and commands.

1. Pet colors are to give the pets individuality. I'm not suggesting purple, green, orange and aqua. Just natural colors, maybe stripes. I suggested this awhile ago and got mixed reviews. Either drops of special paints to color existing pets or capture special colors in the wild.

2. Armor/collars to boost attributes. Many people have suggested armor and collars, even runes to boost attributes. I don't want to give a wolf a bear's defence abilities but make a wolf's defence better than most wolf's for example. This also would go towards making the pet more interactive and giving it more individuality.

3. The commands mentioned here in this thread are more serious. Other people have mentioned fun commands like:

/roll: roll over
/beg: sit up and beg
/fetch: run and fetch an item, perhaps even some salvage, very useful

Why not make something fun as well as useful in the game. Everyone is looking to make the game more intense, more damage heavy. It still needs that bit of fun to keep it light.

Last edited by Pashet; Jul 24, 2005 at 02:32 PM // 14:32..
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Old Jul 24, 2005, 02:43 PM // 14:43   #50
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i don't know if it was mentioned before, but i want a special Pet Window with pet's stats like level, health, damage etc.
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Old Jul 25, 2005, 06:17 AM // 06:17   #51
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Gold sinks: Items for pets.

I'm all over that one.
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Old Jul 25, 2005, 06:48 AM // 06:48   #52
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Well, actually by "9 Attack Skills", I meant ones that directly do damage. That isn't meant to say that all of them are meant for damaging purpse. Think "Distracting Shot" or "Sever Artery". But yes, I suppose there is enough.

Also, the "Heal Area" thing. That was an "oops" n my part. I meant "Heal Party", but now I see why it wouldn't work; the pet is an allience member, not a party member.

But I am quite pleased with the feedback, and it's reassuring to know that the people at A.Net have taken note of pet suggestions.
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Old Jul 25, 2005, 07:36 AM // 07:36   #53
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Quote:
Originally Posted by BigTru
Also, the "Heal Area" thing. That was an "oops" n my part. I meant "Heal Party", but now I see why it wouldn't work; the pet is an allience member, not a party member.
Yes, please don't give me a heart attack like that again.
Quote:
But I am quite pleased with the feedback, and it's reassuring to know that the people at A.Net have taken note of pet suggestions.
Count on it!
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Old Jul 25, 2005, 09:07 AM // 09:07   #54
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I agree with the original poster.
I have some comments regarding the "pet commands"

Quote:
Originally Posted by BigTru
Attack: Engage nearby enemies at will.
Defend: Only attack enemies engaged on the pet or the master.
Heel/Stay: Orders pet to stay where it is.
Come Back: Calls the Pet back to it's master's side.
Modified the "Attack" pet command:
Attack: Charge targeted enemy and engage until received new orders.

Make the 'pet commands' to behave like "Shouts"
When I order my pet to attack a target, will have a dialog box appear up my head, just like "Shouts"

i.e:
Let's say my pet is called "Groooaaar",

When I selected a W/Mo named "Big Johnny", and used the pet command "Attack", a popup text appears on my head showing:

"Groooaaar, attack Big Johnny!"

Well, in the real world, we command animals by talking to them, I figured that it should be the same for Guild Wars too, if we are given the chance to command them.

Make Pet Attack Skills behave like "Shouts" as well?
It kinda make sense to have to 'shout' commands to your pet for them to do different stuffs, correct?
The text could be different for different animals, different pet attack skills etc. i.e:
Bestial Pounce: "Groooaaar, pounce on Big Johnny!"
Brutal Strike: "Groooaaar, strike Big Johnny brutally!"
Disrupting Lunge: "Groooaaar, disrupt Big Johnny!"
Feral Lunge: "Groooaaar, make Big Johnny bleed!"
Ferocious Strike: "Groooaaar, strike Big Johnny ferociously!"
Maiming Strike: "Groooaaar, maim Big Johnny!"
Melandru's Assault: ""Groooaaar, in the name of Melandru, attack Big Johnny!"
Predator's Pounce: "Groooaaar, bite Big Johnny!"
Scavenger Strike: <I'm outta ideas for this one>


In the future, would it be possible to implement Elite Beastmastery skills?
i.e: Elite Pet Attack skill etc

Cheers.
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Old Jul 25, 2005, 09:43 AM // 09:43   #55
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Yes, I love shouts. Next to my ranger I also have a Warrior character, and on that I equip as many shouts as possible, simply because I find the text bubbles during the fights pretty funny.

Quote:
Originally Posted by Tuoba Hturt Eht
In the future, would it be possible to implement Elite Beastmastery skills?
i.e: Elite Pet Attack skill etc
I don't understand: There already is an elite Beast Mastery skill, Ferocious Strike. This also is an extremely useful skill, because it basically gives you an unlimited supply of energy.

Last edited by BrokenSymmetry; Jul 25, 2005 at 09:46 AM // 09:46..
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Old Jul 25, 2005, 10:42 AM // 10:42   #56
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Oh, sorry, my bad, because http://www.guildwarsguru.com/skill.php does not state that skill as an elite skill. I am unaware of it.

So what do others think of 'converting' 'pet attacks' to behave like 'shouts'?

I am refering to the text bubbles that pops up.
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Old Jul 25, 2005, 06:19 PM // 18:19   #57
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Quote:
6) When our whole team wipes out and we respawn, let our pet respawn too! I don't see why it shouldn't, and I'm sure many will agree on this one as well.

Hmmm... I'm on the fense on this one, too. There's that "cost thing" again. If you have what can be a very powerful ally, I think there need to be balancing effects as a form of "payment" for it.
Well, i don't have a problem with having to rez my pet at the shrine [with whatever penalty]. The issue is, your group is fighting a battle in front of seeker's passage, your pet dies, then your team dies. Entire team "warps" all the way to the nearest rez-shrine, which is like near Elonas Reach [other side of the map]. Guess where your pet is? (and i'm not even mentioned what happens when your pet gets killed on the Althea's Ashes "platform" with all the mobs around it...forgoet about ever rezzing it before the battle is over)

So i would suggest the following 2 possibilities:

a) A skill like rebirth with an entire map range, for pets [thus basically "teleporting" your pet to you, similar to being teleported to nearest rez shrine]. Make it an elite if need be [since there isn't any pet elites i'm aware of]. If my skills have to be disabled for 60 seconds, so be it, at least i can actually get my pet back.

b) Simply respawn pet like any other party member at rez shrine. I actually see no reason why the pet isnt getting rezzed when your entire team is getting a "free" rez [with death penalty obviously]. Why must there be a "payment" for a pet but not for team members? You died, pet died...team gets rezzed, pet not? Doesn't make sense.

Quote:
4) Do away with "Charm Animal". Well, not completely do away with it (This skill should only be used to charm an animal). Instead of making it neccissary to have "Charm Animal" equiped to use a pet, you should instead have "Comfort Animal" necccissary. Either that, or have pets available whenever you have a skill equiped that targets the pet directly.

Here's where I'm not sure. I see value in it, but maybe in a balance sense it's necessary. I wonder about a compromise where you don't need to have Charm Animal equipped, but if the pet dies, you cannot res it in that mission. That would free the slot but not make it without cost. On the other hand, that's a high price to pay for a single death. I agree there may be a better way here, so keep the ideas coming on this particular aspect, too.
Few ideas:

1. Based on unyielding aura..or vengeance
a) If you bring Charm + Comfort, your pet is "Self-sufficient" and do not need a maintained "link" between itself and master [as currently the case].

b) If you DON't bring Charm [but any pet attack/skill, your pet will have to be "maintained" via an enchantment similar to the Monk spell Unyielding Aura. This Enchantment is -initially- automatically slapped onto you, it *might* require 1 pip of energy [debatable] AND enchantment can be stripped [very debatable too]. If the enchantment is stripped/lost the pet dies [just like unyielding aura], BUT the enchantment can be "regained" by rezzing the pet [ie. via comfort animal]. As you can imagine theres LOTS of "cost" possibilities involved with this, including
(a) Cost to maintain the enchantment
(b) Cost when loosing/reactivating enchantment [pet dying]
(c) RANGE of enchantment [just like mending, it may have a range, out of range = pet dies]
...and so on, i'm sure a nice balance between "an extra skill slot" vs "not having a fully independent pet" can be found?

2. Just move the "pet rez"-part from comfort to charm. Leave comfort a pure pet healing spell. [Thus you can open up a slot and rely on other means to heal pet,i.e. monk, wilderness survival etc..which can at least be used on teammates too].


PS: Unyielding Aura for those that do not know:
Quote:
Unyielding Aura {Elite} - Enchantment Spell
Bring target dead ally back to life at full health and full energy. If you stop maintaining this "Enchantment" or the Enchantment is removed, that ally dies. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% chance of failure with Divine Favor 4 or less.)

Last edited by silvertemplar; Jul 25, 2005 at 06:33 PM // 18:33..
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Old Jul 25, 2005, 07:23 PM // 19:23   #58
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Anyone ever though of having a skill which uses the pet as a shield so when people try to hit you with certain attacks, the damage is transferred to your pet? Or maybe give the pet another skill which has the pet grab onto its opponent preventing it from attacking for 5 seconds or so...

Last edited by Takkun; Jul 25, 2005 at 07:29 PM // 19:29..
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Old Jul 25, 2005, 09:25 PM // 21:25   #59
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I want to use pets so bad, but as has been stated by many, they are QUITE weak sometimes, and could be better. I'm just saying a ranger who sinks points into Beast Mastery should be level with anoyone else doing the same.

The main issue I have is that Charm Animal takes up a slot and does NOTHING when you allready have a pet. It could at least res the pet, then you could make comfort a proper healing spell but for pets only. I would personally like, also, having the pet come along when you have 2 or more pet skills in the line, but still having charm be the res - so you would probably still bring it.
On a final note, I know rangers are bound innately to thier pets, but Dwayna is a freaking GOD, and that's where the monk ressurection skills come from. I don't see why the monk res skills dont work on pets. Signets make since, but I have an R/Mo and it's silly that my Ressurection spell can res my party members but not my beloved pet. AT LEAST consider making it so that ressurection spells can res the spell caster's pet - In the R/Mo case perhaps my Ressurect can bring back MY pet but not my allies.
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Old Jul 25, 2005, 09:45 PM // 21:45   #60
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/Kneels down, Raises hands to the gods and says "Pleeeease, make it so...."

Incase you didnt relise.. You can add me to the list of believers..

Thank you for combining all *good* pet suggestions into one thread.
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