Creature Handler Archive
Thread: Hmm..Idea?...Maybe...
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Kehtal
Mon Apr 18, 2005 6:50 pm
#1
Well, I've been reading around and find that the reason we are being so badly hurt as a combat profession is because we can equip and attack with a weapon as well as our pets at the same time, which would give us quite the unfair advantage if our pets were left as strong as they should be. However, while at school today (I have no life, I know.. But this profession matters a lot to me.) I came up with an Idea that might fix this, though I fear it may be too late for it to be suggested to the Dev team, and even if it werent I doubt it would even be considered, but here goes anyway
.
Right, like I said, we can equip a weapon and use our pets at the same time, which seems to be the problem.
I think that we need something to be put in the place of the weapon, and heres my idea for it.
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Herdsman's Staff
Pre-Req's: Novice CH
Modifiers: +10 Wild/Vicious Creature Taming.
-Enables Creature Handler to Call and Control Pet(s) as long as they are within the Creature Handler's Control Level. Creature Handlers may NOT Call, nor control their Pet(s) unless they have a Herdsman's Staff equipped. Un-Equipping your Herdsman's Staff while pets are called will force them to store.
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Okay! Now that I have that said, there is another Issue I need to address, and that is how we Call our pets. Since we now no longer have a "weapon", If our pets should die, thanks to the rule disallowing us to call pets while in combat, we are left helpless unless we have a secondary combat profession. So, I think it is only fair to remove that rule.
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How we go about obtaining a herdsman's staff:
As it stands now, each of the Scout professions (Novice Scout/Ranger) have crafting abilities. Except Creature Handler. So, Novice CH grants certification to craft the Herdsman's Staff.
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Upgrade for the Management (Pack Master Title) Tree:
Management 1: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +5
Management 2: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +5
Management 3: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +5
Management 4: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +10
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Yes, I know neither of the other Scout professions have Experimentation mods, but I think that we need them more.
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Master Creature Handler Box Upgrade:
Since costing 1,000,000 Experience points, and being a rather rediculous grind in the first place, I've come up with a perk idea for Master Creature Handler.
Certifcation to craft the Herd Master Staff.
Pre-Req's: Master Creature Handler
Skill Mods: +15 Wild/Vicious Creature Taming. (Thats Base, higher amount can be obtained Via Experimentation)
-Pet call time -1 (Up to -5 Obtainable via Experimentation)
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Alright, So theres my Idea. Constructive Criticism is of course greatly appreciated. I would also like to add my deepest Apologies if an idea similar to this has been put forth recently.
Right, like I said, we can equip a weapon and use our pets at the same time, which seems to be the problem.
I think that we need something to be put in the place of the weapon, and heres my idea for it.
-------------------------------------------------
Herdsman's Staff
Pre-Req's: Novice CH
Modifiers: +10 Wild/Vicious Creature Taming.
-Enables Creature Handler to Call and Control Pet(s) as long as they are within the Creature Handler's Control Level. Creature Handlers may NOT Call, nor control their Pet(s) unless they have a Herdsman's Staff equipped. Un-Equipping your Herdsman's Staff while pets are called will force them to store.
-------------------------------------------------
Okay! Now that I have that said, there is another Issue I need to address, and that is how we Call our pets. Since we now no longer have a "weapon", If our pets should die, thanks to the rule disallowing us to call pets while in combat, we are left helpless unless we have a secondary combat profession. So, I think it is only fair to remove that rule.
-------------------------------------------------
How we go about obtaining a herdsman's staff:
As it stands now, each of the Scout professions (Novice Scout/Ranger) have crafting abilities. Except Creature Handler. So, Novice CH grants certification to craft the Herdsman's Staff.
-------------------------------------------------
Upgrade for the Management (Pack Master Title) Tree:
Management 1: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +5
Management 2: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +5
Management 3: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +5
Management 4: (Normal Bonus to Tame and level modifiers) Creature Handler Experimentation +10
-------------------------------------------------
Yes, I know neither of the other Scout professions have Experimentation mods, but I think that we need them more.
-------------------------------------------------
Master Creature Handler Box Upgrade:
Since costing 1,000,000 Experience points, and being a rather rediculous grind in the first place, I've come up with a perk idea for Master Creature Handler.
Certifcation to craft the Herd Master Staff.
Pre-Req's: Master Creature Handler
Skill Mods: +15 Wild/Vicious Creature Taming. (Thats Base, higher amount can be obtained Via Experimentation)
-Pet call time -1 (Up to -5 Obtainable via Experimentation)
--------------------------------------------------
Alright, So theres my Idea. Constructive Criticism is of course greatly appreciated. I would also like to add my deepest Apologies if an idea similar to this has been put forth recently.
Aaaarrrrgggghhhh
Tue Apr 19, 2005 2:13 am
#2
Hehe nice suggestion, I have read similar posts about how to level CH combat out and also tried to think of good solutions myself.
Constructive criticism, what if you are not a tank prof yourself eg. TKM/MSM. I am MCH/MRM who does not use med buffs 90% of the time, with no weapon and very little melee defence I think I would be dead in 2 seconds flat. Unless the Herders Staff was a Multi Function Weapon that could be improved the higher level CH you are. But that would just mean you would end up with yet another weapon that in your theory unbalances CH.
Aaaarrrrgggghhhh
Tue Apr 19, 2005 2:16 am
#3
Lol, now I see why our brain aches when trying to thinkup this stuff 
jopenack
Tue Apr 19, 2005 6:45 am
#4
This has come up before in different forms, I am not to fond of this idea as intelligent as it is. I like having having a weapon and fighting along side my pets. not to mention timers to call pets would effectively make us vulnerable. swapping out pets, bugs like the auto store or when the pet goes ontop of the cave instead of inside it with you...
Maybe someday but it couldn't be done with any measure of success any time soon.
velm
Wed Apr 20, 2005 12:44 am
#5
Ya, I agree with Jope on this one. CMTB suggested something similiar to this as well. We have too many quirks that would make a system like this viable.
There are many things that should be done with us, not really to make us super powerful, but to make us a bit more better. I would like to see them expand what we can tame, and increase our max lvl, and get rid of the timers. If you look at how a bounty hunter/pistoleer is, they can use their pistoleer specials and mods and all that with thier bounty hunter pistols. If you look at bounty hunter/pistoleer, again, if he switches to carbines, he has all of his bh mods to help him out, switches to his pistols, and he has all of his pistols mods. mods to defense, and all that. What do we get? I am a Master Rifleman/MCH. I get mods for my rifleman side, and what? I get a pet that adds some damage, and sometimes some states. Is it really enough to be a 'tide turner'? no not really. It helps, the same way the mods help. We get virtually NO mods for ch. Those mods can make a huge difference in the outcome of a fight.
So, perhaps, those additional states, when they do stick, and that additional damage, and nice tanking ability evens out for the lack of mods in retrospect.
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