Creature Handler Archive

Thread: New FAQ for the CH Profession

MuOne
Wed Apr 21, 2004 7:25 am
#66

If you want a new FAQ why dont you make an advanced FAQ, the newbie is good enough, but need some stuff about what to do when you finally grind out Mch - what next. Im Just go MCH and im clueless. this game has become such a prof grinder all I hear about is how to become master of this or that, It seems once you master something - you have to drop it and go chase holo's.


So how abouta MCH faq?


If animals are not what they should be, maybe its beacuse they are needed to be weaker - so all the other classes can beat them in their wild stat, weakening the CH class accidently, because basically all we do all day long is hunt poor animals, WHY? what have animals got to do with star wars. Why do we hunt creatures 90+ % of our game time.


JakePhillips
Wed Apr 21, 2004 1:19 pm
#67

I was wondering if the ranged toggle is actualy a toggle once i give the ranged attack command my pets always attack with a ranged attack. Even after they have been stored. when i give the command again it just says ranged attack toggle on. I want them to attack normaly again is there another command or way to turn the ranged toggle off.



Jpapo Gotti, Master Weaponsmith, Master Creature Handler, Carbiner.
Full service weaponshop in the Vine mall near Tyrena at -6060 -1517. Also Selling Grenades and Mines in The Coronet Mall near Coronet. All venders Located on the Planitary Map. If you need to Drop something off for me to pick up deliver to the Custom orders By Jpapo Gotti vender at -6060 -1517 in the Vine mall
Daisame
Thu Apr 22, 2004 2:47 am
#68






Cailid010 wrote:





Vertexon wrote:


Q: Do I have to give pets commands by speaking out loud? I don't want to annoy people by spamming commands.

A: In addition to normal speech, you can use /tellpet to silently give commands to all of your currently active pets. For example "/tellpet attack" will cause any of your active pets who respond to the word "attack" to do so. This works over a long distance than /say or /shout, and can be very handy (especially in your own customized macros). There seems to be a bug with /tellpet and single letter commands, though, so it is advisable to give your pets commands that are more than one character long.






There is another bug with /tellpet. I've had a few times my trick 1 & 2 commands would stop working with /tellpet. All the other commands would still work with it but just those 2 would stop. These are pets that I've had a long time. I'd retrain that command and it still wouldn't work with /tellpet. It would work though by just saying the command out loud. These are full word commands too, not single letter. Afer the server reboot the next day the commands would be working again. I've only had it happen about 4 times in the last few months.






/tellpet also does not work while prone and covered (not sure if that is the rifleman or marksman ability). Of course shouting the commands out loud still works. /shrug



Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Daisame
Thu Apr 22, 2004 3:00 am
#69






Max_Dremel wrote:

Question to SOE Support:


- I believe that Creature Handler XP using 2 or more pets has been drastically reduced in the recent "patch"... but
was it mentioned anywhere? If so, where?





I can only answer this one. But yeah... it was in the patch notes when it went into place. It was also in the notes before it went live. Most CHs did their best to master before the change happened because they knew it was happening and did not want to suffer with less xp.


As for the rest of it. I feel your frustration. I have it all the time with SOE Customer Non-Support.





Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Daisame
Thu Apr 22, 2004 3:13 am
#70






Svenon wrote:


Q. If a Master Creature Handler has skill mod of "stored pets +20" and they can store up to 22 pets (2 that everyone non-CH gets, + 20 more), then why is it that we have "Max level of pets +70" yet we can only call pets up to level 70? (where is the 10 lvls that everyonenon-CH gets?) Also, we seem to have "Max number of pets +3", yet we can call only 3 pets. (again, where is the 1 peteveryonenon-CHgets?) I posted about a similar issued on 10-26-03, and am still awaiting response.


A: There are errors all over in the way the game reports figures. You found one such inconsistency. Nothing more sinister than that I am afraid. You could say that Non-CH havea creature limit of +10 and Master-CH have +70.


Q. The CSRs tell me to post here, yet my questions go unanswered, and my issues unresloved. Are the CSRs wrong?


A. The CSRs are nota lot ofhelp for much. Even more so in the case of game related systems like this. You have a billing problem or cannot log in, maybe they can help (and I mean maybe). When it comes to what pets are best, what should I kill to earn XP? and crap like that... the community is a much more informed group. We learn by doing, for the most part, and occasionally share that with others thoruhg the use of the forums andFan Sites


Q. Once a creature handler tames all the creatures he needs/wants, what use is scout to us? It becomes totally obsolete, now that camps are not required for anything. I realize there is a speed issue (assuming you don't have to craft the tent first)


A. Maybe - maybe not. Simple fact is that scout skills are a pre-requisite just like other eliteprofessions have. When the Commando can give up the unarmed portion of brawler, maybe we can give up scouting. Until then, thems the breaks.


Q. If creature handlers rely upon their pets to protect them, yet it is not practical to have them follow you through town, and everywhere else(since they don't keep up), why is it that we cannot call pets during combat? Commandos can pull out their flame throwers during combat, should we not also be able to pull our "weapons" out during combat? I don't care to hear complaints when I walk through town with two very slow, very loud, very large kimogilla following me through to protect me.


A. Why? Good question. They SAY because it can be used to grief. Honestly, if somone attacks me and I whip out a Rancor, how is that different from whipping out a flamethrower (asside from the rancor doing about a tenth the damage)? I completely agree that we should be able to call pets at will. Putting them away... yeah. We should have to wait until they are out of combat.









Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Daisame
Thu Apr 22, 2004 3:31 am
#71






UbifaA wrote:

I have a few questions regarding the growth and leveling up of Pets.


- What is the avergae time for a pet to level up ?


A. Pets don't leve up. They grow up. They havea CL (Challenge Level).


- What makes them level up ? Do i need to visit a CH to have this done or does it happen automatically ?


A. Babies start at 10% of their total full-grown CL and gain 10% a day (that you are logged in) in your datapad. I cannot confirm this, but supposedly keeping the pet out and using it will increase that up to about half the time. So instead of taking 10 days to become full-grown, it can take 5 days.


- Ihave been playing with a Rock Beetle that has never leveled up from lvl13 fom the day i was given him. I am 1-1-0-1 Novice CH and use him in all aspects fo combat, he gets fed regularlay, and treated with much respect He grouped with me most of the time...


A. Sounds like he is already full-grown. Babies or creatures that are not full grown will have a CL expressed something like this "10(20)". This means when full-grown, they will be CL20 creatures and presently they are considered CL10 becuase they are not full-grown.


Am i doing something wrong ?


A. No. =)









Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Kutsumi
Tue Apr 27, 2004 4:58 am
#72

Wokka wrote:


You cannot call pets during combat because it would grossly unbalance the game, whether you use them as your primary weapon or not. Think of this scenario: You have a datapad full of Rancors, you send one to attack a big creature, you sit back and watch as he dies, and just as he does, you store him and call another and send that one in, and when he dies, you call another and send that one in. Ok, you have 22 rancors to continue fighting with. I'd call that really imbalanced.



I found this interesting as I used to play a Magician in EQ. One of the Magicians strongest soloing options wasthe ability tothrow an UNLIMITED supply of pets at a mob until it died. You would send in your pet, watch as he gets beat up and start casting a new one when it was low on health. Just before the new one was finished casting you would dismiss your old one just as the new one is ready to pop into life, so on and so on. I know this isn't EQ but I really think a CH should have that kind of control and power with pets. The skill in EQ was to get your timing right, it took practice but it was a great feeling when you got it working well. Agro was the issue, you couldn't touch the mob yourself at all, your pet had to do all the dmg. Being a CH, this is exactly how it should be in my opinion. Using your pet as the primary method of dealing with a mob and to be able to command a largesupply and variety of pets to do so. Otherwise what exactlyis a CH for?

Yvile
Tue Apr 27, 2004 11:10 am
#73

The reason it probably doesn't work that way is because this is Star Wars and pets didn't pay a particularly large role in the movies. Sure, there were creatures aplenty, but none of the main characters survived a firefight by pulling a gurreck out of his pocket and sending it after the bad guys. Don't get me wrong. A mechanic like that might almost make up for the issue about us not being as useful in high-end combat as we used to be. But I don't really see this as being the approved fix for it.
Deane
Thu Apr 29, 2004 1:28 pm
#74

I currently have Lvl 50 pet calling abilitiy in CH, but need to drop some skills as I move to BH.


Question is this....


For Pets that are ALREADY in my Datapad...that are VISCIOUS, do I need to keep my Training ability up to call them from my datapad.. or can I keep other more usefull skills now and just use the general taminng skill?


Side questions:


- Are BE Gurrecks and Narglatches Viscious?


- Does the Wookie Taming bonus help with Viscious creatrures or just nomal ones?



Thanks


AweisBoy
Thu May 06, 2004 12:12 am
#75

Well... it's been a few months, but perhaps someone is still looking for an answer to this question. It is my understanding that any moving target gives the attacker a penalty to hit. The penalty does not take your movement speed into account, however moving faster gives you a chance to get out of range faster.


It would make more sense to have your movement speed effect this penalty, but complicating the formula too much would be kind of silly. If they were to change this, they should do it with a flat rate bonus for maybe three movement rates (-5, -10, -20), rather than having individual rates for various mounts, vehicles, specials, and points of acceleration/deceleration. Then each speed boosting option (Burst Run, Mount Speed, Gallop, Vehicle Speed...) would be assigned to one of these categories.


Adding calculations to the combat model can improve the realism of the game, add strategy options, and generally make the game more fun. On the other hand, complicating the combat model, will slow the game down and make an already steep learning curve even steeper.



Minjiao - Swordsman
BapHessa
Sat May 08, 2004 5:54 pm
#76



Vertexon wrote:

Q: How can I tell which creatures are tameable?

A: Only baby animals in the wild (those with (baby) at the end of their name) and Bio-Engineered pet deeds are tameable. Non-baby wild creatures are not. The "tame" option will only appear on the radial menu for a baby creature if you have at least a 15% chance of success. This is impacted by the Difficulty level of the creature, which CH skills you currently have, whether or not your character is a Wookiee, and whether you're using any clothing or food buffs with taming bonuses on them.





Q. What difference does it make being a Wookie?
A. Sorry folks, I'm sure this is a real NOOB question, but I am a reative NOOB in search of an answer.
Hakiro
Wed May 12, 2004 5:34 am
#77

I have a question.

Why does a Jedi get more XP for killing a Jinda with his lightsabre than I do using a Level 10 Pet?

This one has boggled my mind for days.
GuardianHawk
Wed May 19, 2004 8:48 am
#78






Seiryuu wrote:
Q: How can I tell what the specific special attacks of my creatures are? Do you have to be Master Scout?

A:
You need Ranger Tracking II to see special 1 and Tracking III to see special 2.






I am not sure this is the correct answer, You need the skills listed if you want to see the specials of a wild animal.


However, if the pet is in your data pad the specials are listed in the right side at the bottom of the list now. There are also other nice things there like the HAMs of your pets, special protections, and even % of battery life left on droids (for when you have your harvisting droid out) as many CHers do now since we have scouting and hunting anyway.




Hawkeye'
Guardians of Light
Bringing Honor to Online Gaming
www.Guardians-of-Light.com
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