Creature Handler Archive
Thread: Why not a Master CH melee/ranged only weapon?
They did give us a special weapon and we see it pop up all the time.
It is bright green and orange, pump action and shoots little yellow foam balls and foam darts...
Try as I might I can't scratch the annoying name off the side... "NERF"... ![]()
The Village really gives no non-Jedi FS skills that are useful.
ROTW does give 3 new pets, 1 being a MCH only quest. I almost couldn't beleive it.
Our class provides no melee defence, no ranged defence, no natural body toughness from handling creatures, limited commands, limited pet specials (if they ever work), low pet damage (a rifle can hit 1000+ damage), kinetic only pet assaults (some armor is reaching 6500+ kinetic protection), and no weapon attack bonuses due to owning pets.
WOW...we get to control 1 level 70 max pet that is great for lower level fun, but when hard pressed, it dies faster then a new Air Supply cd.
Honesly if if I saw a Jedi in RL running at me with a light sabre I would be worried, but if I saw a Rancor charging me, I think I would poop my pants! All deadly high level pets should have instant Intimidate, no questions asked!
Praying patch does some justice...
WarWidow wrote:
As a MCH, what do we really get that is unique beside pets, which are all level generic clone-skins that are bugged and flawed.
The Village really gives no non-Jedi FS skills that are useful.
ROTW does give 3 new pets, 1 being a MCH only quest. I almost couldn't beleive it.
Our class provides no melee defence, no ranged defence, no natural body toughness from handling creatures, limited commands, limited pet specials (if they ever work), low pet damage (a rifle can hit 1000+ damage), kinetic only pet assaults (some armor is reaching 6500+ kinetic protection), and no weapon attack bonuses due to owning pets.
WOW...we get to control 1 level 70 max pet that is great for lower level fun, but when hard pressed, it dies faster then a new Air Supply cd.
Honesly if if I saw a Jedi in RL running at me with a light sabre I would be worried, but if I saw a Rancor charging me, I think I would poop my pants! All deadly high level pets should have instant Intimidate, no questions asked!
Praying patch does some justice...
I'm with you... i have my fingers crossed too..
Creature Handler
Looking cool 10/10
Enjoyment 9/10
Effectivness 3/10
Weeeebang wrote:
WarWidow wrote:
As a MCH, what do we really get that is unique beside pets, which are all level generic clone-skins that are bugged and flawed.
The Village really gives no non-Jedi FS skills that are useful.
ROTW does give 3 new pets, 1 being a MCH only quest. I almost couldn't beleive it.
Our class provides no melee defence, no ranged defence, no natural body toughness from handling creatures, limited commands, limited pet specials (if they ever work), low pet damage (a rifle can hit 1000+ damage), kinetic only pet assaults (some armor is reaching 6500+ kinetic protection), and no weapon attack bonuses due to owning pets.
WOW...we get to control 1 level 70 max pet that is great for lower level fun, but when hard pressed, it dies faster then a new Air Supply cd.
Honesly if if I saw a Jedi in RL running at me with a light sabre I would be worried, but if I saw a Rancor charging me, I think I would poop my pants! All deadly high level pets should have instant Intimidate, no questions asked!
Praying patch does some justice...
I'm with you... i have my fingers crossed too..Creature Handler
Looking cool 10/10
Enjoyment 9/10
Effectivness 3/10
yep, I love CH, been one since before the nerf, love my pets.
But if you look at raw numbers, my rifleman/ch is inferior to every other double comat combination mastery for defence/accuracy mods, weapon and special variety, and overall combat usefulness.
Pets pre CU , whilst bugged, could at least perform one task reasoably well. tanking.
What pets USEd to do was essentially give a Ch an extra 20k health (using 2 35's) with which to fight a mob. It gave us time to take down a mob with our other combat profession, it never seemed to work too well as stand alone, although that is something I have no experience of.
Now , they dont do that, currently pets cannot really tank for you, and although damage is getting a little better as BE wade through the mud that is the new pet crafting system, in a group, somewhere like the midryyl cavern , I am essentially only using half my skill point expenditure(rifles).
valetman wrote:
Weeeebang wrote:
WarWidow wrote:
As a MCH, what do we really get that is unique beside pets, which are all level generic clone-skins that are bugged and flawed.
The Village really gives no non-Jedi FS skills that are useful.
ROTW does give 3 new pets, 1 being a MCH only quest. I almost couldn't beleive it.
Our class provides no melee defence, no ranged defence, no natural body toughness from handling creatures, limited commands, limited pet specials (if they ever work), low pet damage (a rifle can hit 1000+ damage), kinetic only pet assaults (some armor is reaching 6500+ kinetic protection), and no weapon attack bonuses due to owning pets.
WOW...we get to control 1 level 70 max pet that is great for lower level fun, but when hard pressed, it dies faster then a new Air Supply cd.
Honesly if if I saw a Jedi in RL running at me with a light sabre I would be worried, but if I saw a Rancor charging me, I think I would poop my pants! All deadly high level pets should have instant Intimidate, no questions asked!
Praying patch does some justice...
I'm with you... i have my fingers crossed too..
Creature Handler
Looking cool 10/10
Enjoyment 9/10
Effectivness 3/10
yep, I love CH, been one since before the nerf, love my pets.
But if you look at raw numbers, my rifleman/ch is inferior to every other double comat combination mastery for defence/accuracy mods, weapon and special variety, and overall combat usefulness.
Pets pre CU , whilst bugged, could at least perform one task reasoably well. tanking.
What pets USEd to do was essentially give a Ch an extra 20k health (using 2 35's) with which to fight a mob. It gave us time to take down a mob with our other combat profession, it never seemed to work too well as stand alone, although that is something I have no experience of.
Now , they dont do that, currently pets cannot really tank for you, and although damage is getting a little better as BE wade through the mud that is the new pet crafting system, in a group, somewhere like the midryyl cavern , I am essentially only using half my skill point expenditure(rifles).
vwry well said, warwidow, weeeeband and valetman......
remember pre curb when you could justify the sp whith either some unique mch ability..ie. mch pets could tank, or pull mobs better than a "free" sp droid could..now the droids actually function better in this role, by not ignoring you commands and running into certian death, seems droids are "smarter" than animals...
also there was the "content" ..by that i mean mch gave you something to do by hunting rares... i collected an entire fs tree hunting bull rancors, now they are no longer desireable, statwise...they aren't even "rare" by pre cu standards...
i had a few months of content, collecting the rare pets..pair of gps's, pair of wdb's, pair of mag swuills, BR, arachne widow( which i deleted now as i killed a dozen babies in my 2hr hunt for a queen), pair of color specific swamp stalkers, merek dh (probably the next to be deleted), the screecher, the gaping queen..ect..now all as common as dirt..
at least i have the temp extincts..if they ever fix the spawns, every week old ch will have those too ![]()