Creature Handler Archive
Thread: DISCUSSION THREAD: Issues with Creature Handler in the Combat Upgrade.
Oh and suspect some critters HAVE indeed lost their resists, primarally wild tamed.
My Wild tamed (pre CU) Razor cat (CL24 IIRC) is noticeably worse than my CL18 BE gurrcat at absorbing damge.
Message Edited by menyou on 05-07-2005 06:43 AM
Only 3?
1. Agree -Hate system needs adjusting!!!However, what good will it do if pets are able to hold aggro but still die quickly? Lower level pets are just not effective against higher level mobs even with good tactics. My CL 66rhoa pack leader barely survived against a CL 54 arachne drone this morning. So, there are really 2 factors that need addressing if our pets are to be effective tanks: hate system and damage mitigation.
2. Agree - fix pet specials!!! And make them effective. Won't make much difference if our pets can use specials but they have little impact. The specials should make the target truly less effective in combat. If a target has been blinded, stunned, and dizzied, its combat effectiveness should be severly limited. Also, lower level pets really need to be able to land their specials on higher level mobs.
3.We absolutely need to be able to control higher level pets. CL 70 is simply no longer adequate - especially for solo purposes. Iremain convinced that a Master Creature Handler has little if anyuse for lower level pets. Iexplained my reasoning in another post (Am I being Chicken Little), and while Iagree with the replies there, they didn't change my mind.
With good tactics maybe I can use lower level pets (especially in a group situation), but why should I? Higher level pets are more effective than lower level pets, it's that simple.I'm giving serious thought to getting rid of any pet lower than CL 65 and just keeping the 5 or so high level pets I have. (Except for mygrand wrix, I'm never getting rid of him!)
The devs themselves have stated that "Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use at one time." The emphasis is now on using single high level pets. It's clear to me that to be truly combat effective we need to use pets as close to our maximum level as possible. (Apologies to Vert for plagerizing one of his posts). I keep saying that the mobs we need the most help with are not the mobs that con grey, but the mobs that are close to our level. Since our max level is CL 80, we need pets that are also CL 80.
Lanni_Istari wrote:I think that if the max PC CL is 80 then Max Pet Level for MCH should also be CL80
I agree with this.
I'm now in the annoying position of having to EITHER go on a tame hunt (solo, since nobody in my guild has the patience for it, and I honestly don't blame them because I'm starting not to either), OR go on a money/XP hunt. I cannot gain XP from the things I can tame (as a level 80, highest tameable is 10 levels below or -100% XP at the -10% per -level rate), and I cannot tame things from which I can gain XP. I'm not saying I have to go on "missions" to tame something (though to be honest that is my preference, and how I used to do most of my baby-finding). But at least if I find a wild animal at a random spawn point that can give me XP, I should be able to tame it. I shouldn't be forced to choose between gaining XP *or* taming. I should be able to do both.
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- Pet taunt is a great idea, would in my eyes actually be better than the old system since then you get some control over the tanking.
- The pet run speeds is way off now, it's quicker to wait for the combat timer to run out, find the new targets and call the pet back again. Even when I'm on foot.
- Calling a pet in combat back doesn't cancel it's "In Combat" mode, the pets icon flashes red until either the pet or the target is dead. As a result it ignores all other commands except Follow and Stay plus it tries to run off to fight its target about once every 2 seconds.
- All the pets runs away, all the time.
- Increased Max Lvl CL would be nice now and justifiable, atleast 80 would be good to make them at par with the CH who's mastered another elite prof.
- Firing from a mount needs to be fixed, it's currently impossible.
- The pets specials needs to be introduced along with its resistances.
- The trick commands do absolutely nothing now.
That's it for now.
Message Edited by Zethcas on 05-07-2005 07:19 PM
I've recently picked up CH and at Novice I've hit the 20k xp cap. What really does it for me is that I wanted to takeadvantage of double xp week, but since I can not train to advance I am not be able to earn additional xp during this period. Everyoneis enjoying the double xp except CH's.
If & when they ever fix this, it is my opinion that double xp be extended for Creature Handling experience or some other compensation would be appreciated. If everyone else gets a full week, so should we.
Message Edited by FelniFosk on 05-07-2005 07:41 PM
Message Edited by theorb22 on 05-07-2005 12:15 PM
FelniFosk wrote:
I've recently picked up CH and at Novice I've hit the 20k xp cap. What really does it for me is that I wanted to takeadvantage of double xp week, but since I can not train to advance I am not be able to earn additional xp during this period. Everyoneis enjoying the double xp except CH's.
If & when they ever fix this, it is my opinion that double xp be extended for Creature Handling experience or some other compensation would be appreciated. If everyone else gets a full week, so should we.
Message Edited by FelniFosk on 05-07-2005 07:41 PM
I had this situation too. Kind of late for advice I know, but I did a respec bought a couple of boxes above novice and was able to start earning XP again.
Yeah... I should have read #2 before I dropped Musician for this profession.......
I'm very bummed out.....
1. The commands getting tired of screaming follow constantly a CH can simply not afford this in heated combat. Needs to be fixed badly. If you are like me you might also have problems with the /tellpet command not working once again this makes useing a pet hard without typeing and fighting.
2. There needs to be some kind of bonus for useing multiple pets. Perhaps a damage multiplier or a defensive bonus to the creatures. Something to allow the CH to fully summon Crowd attacks. With the creature levels as is useing multiple pets just fails to deliver value. I do not think I want an I win card, but I do think that useing multiple pets over 1 should have bonuses and drawbacks. If I could use multiple pets to deliver greater damage, at the cost of quick incap, or being allowed to use a group of pets at an added defense, but decreased offense. Either would be good. We just need a reason to use multiple pets.
3. Pets definately could use the return of the specials sooner rather then later. Pets also need a somewhat effective taunt command. Even if the move has a cooldown timer. Being able to use a pet to save a fellow player. Also has anyone noticed that their pets no longer have DB ability. I seem to recall haveing a few, but I cannot seem to find one now.
Hate system is not a big issue. If players give the pet a marginal amount of time to tank and build up the hate.
No light armor from what I have seen all pets have generic armor of 50percent, but if chs were to just go back to 60percent kinetic stuff we must also expect BEs to do what they always did to get that. Sacrafice stuff like energy acid