May 17, 2007, 11:00 AM // 11:00
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#261
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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Thought again that this would be a great idea.
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May 19, 2007, 09:49 PM // 21:49
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#262
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Ascalonian Squire
Join Date: Mar 2007
Guild: Fruor Amicitia Conamen Effectus [FACE]
Profession: R/Mo
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Hmm. What if you had something for beast mastery in your weapon slot that did not do any extra damage yet made your animal smarter at a selectable certain thing, or more responsive to your communication (predefinable via insciption, e.g., attack healer first, or attack those on the verge of death first, or quickening bond for near realtime following of your attack commands)? Maybe some hybrid of the two? Higher beast mastery with the thing equipped would make the change it effects and/or governs more pronounced. Or should there be an item that just lets you hero-ize your pet, with the effectiveness of the extra controls determined by the level of your beast mastery attribute?
Perhaps it should be simpler instead. What about something that goes into your weapon slot that increases in effectiveness with a raise in your beast mastery attribute that adds abilities (perhaps up to 3?) to your pet via modification upgrades (similar to a bow string, grip, inscription etc.) to it, like a +% chance to dodge ranged (it would be nice if the pet actually moved out of the way to some degree on the screen for these) and/or melee attacks, a +% chance to block attacks, a +% chance to counter-attack for additional damage, and/or a +% chance to interrupt an enemy skill or spell, etc.?
Last edited by cmdratz; May 19, 2007 at 10:15 PM // 22:15..
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May 20, 2007, 04:26 AM // 04:26
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#264
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Jungle Guide
Join Date: Aug 2006
Location: In my own little world, looking at yours
Guild: Only Us[NotU]
Profession: E/
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My R/Mo Beastmaster uses a low requirement, non-max smiting staff. All the extra points that didn't fit into BM, WS, and Expertise, were just enough to meet the staff's requirements. My Stalker is my main weapon, my staff calls the target.
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May 20, 2007, 05:42 AM // 05:42
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#265
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Wilds Pathfinder
Join Date: Jan 2007
Location: Alberta
Guild: Charter Vanguard [CV]
Profession: Mo/
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Staves for Beast Mastery and Wilderness Survival would be nice - trappers and pet wranglers have little use for bows.
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May 20, 2007, 05:53 AM // 05:53
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#266
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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How does this keep getting pulled out of the depths that are the Sardelac Sanitarium forum?
Seriously though, with the new Pet Control Panel, I don't see a real need for beast mastery linked weapons. And Wilderness Survival is only truly useful when combined with bow attacks, meaning you should have some marksmanship, unless you're trapping, in which case you don't need a weapon for damage dealing.
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May 20, 2007, 04:54 PM // 16:54
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#267
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Lion's Arch Merchant
Join Date: Aug 2006
Location: ummm no
Guild: Modified Soul Society [SOUL]
Profession: A/R
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/signed...a lot
For expertise instead of regular daggers lets have some throwing knives or something. So we still shoot ppl with stuff and we still have an expertise-based wep. It'd be spear range stuff.
for wild surv. I say we go ahead with either a staff or a pack of supplies or something...lolz scissors.
and for Beast I say either a whip or something the like that hits at half-range (of a spell [skill]Ice Spear[/skill]) distance.
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