Creature Handler Archive

Thread: Grandmaster Animal Handler

BlindTyldak
Thu Feb 05, 2004 11:45 am
#1

I've been putzing around with ideas for ways to make the game more interesting classwise, and realized that what could be fun would be a Grandmaster class for many things. This would be granted by Mastering two related classes, and would give you a bonus for having both at the same time. It would take more 10 skill points to get your Grandmastery (to lessen the chances of overpowered skill mixing), but you wouldn't need to fill any more requirements. Here's a couple of examples from an animal perspective:


Master Creature Handler + Master Bio-Engineer = Grandmaster Animal Handler


A Grandmaster Animal Handler would gain three new creatures to make and get a +10 to max creature levels. They would also be able to create creatures that would exceed the 70 level limit. (I don't think this would be terribly overpowering, because the new creatures would only be usable by other GM Animal Handlers, who would be using them as their one and only weapon since they wouldn't have the SP left for anything useful combatwise.)


Master Creature Handler + Master Ranger = Grandmaster Woodsman


A Grandmaster Woodsman would receive a tracking bonus, a new trap, and +1 callable creature. This would mean they could have 4 creatures out at once, but still could not exceed Level 70. Essentially, they'd get a pack of small animals.


Master Bio-engineer + Master Doctor = Grandmaster Scientist


A Grandmaster Scientist could make optional components for medicines to make them more effective, as well as an Enhanced Pet Vitality Pack (only usable by Grandmaster Scientists, restores Pet Vitality to 100/100.)


I could keep going, because there's all kinds of things that could be done with this (Master One-handed swords + Master Two-handed swords = Grandmaster Swordwielder, Master Tailor + Master Chef = Grandmaster Housewife (jk)). It would give people something new to aim for, plus also increase interdependancy; the Devs seem to like things that make people depend on one another, and because Grandmaster would be a new status symbol that seriously restricts a character, the Grandmasters would have to work together. Thoughts?
BM-Lion
Thu Feb 05, 2004 12:28 pm
#2

Works for me. Not sure which way I would go though.. I'm Master DOC/Master CH



Khaldor/Kavar/Tonjia: EQ2 - Lucan_Dlere ( RP server )
Modaan/Ussani/Nobrain/Kael/Silvara: Retired due to NGE
loonatik
Thu Feb 05, 2004 12:40 pm
#3

Master Creature Handler + Master Bio-Engineer = Grandmaster Animal Handler



Due to lack of points would not be able to fight in PvP orPvE.


Master Creature Handler + Master Ranger = Grandmaster Woodsman



Due to lack of points would not be able to fight in PvP orPvE.


Master Bio-engineer + Master Doctor = Grandmaster Scientist


Due to lack of points would not be able to fight in PvP orPvE.



Loonatik
Master Troller
BlindTyldak
Thu Feb 05, 2004 12:59 pm
#4

Well first off, there's more to do than just fight. But actually you CAN fight in those cases; there's still plenty of skill points left over. I'm Master CH, going for Master BE, and I used a Character builder to see what I would have left. I'm still going to have enough left for Polearm IV (which isn't great, but my pets help immensely) and some Politician boxes (which I'd love to give up but no one else wants the job). The point still is though, that it would allow for exptreme specialization with perks while increasing interdependancy. Making one have to rely on others if you're going to be a GM is one of the reasons why it WOULD work; you'd have a great character, but only for something specific.
sujediper
Thu Feb 05, 2004 2:00 pm
#5

Honestly I loved the idea of pet specliazation i'mn not sure why anyone would veto that
Xian-Thariuz
Thu Feb 05, 2004 2:05 pm
#6

just for clarity, I only don't like the idea of having two master titles add another title with skills, no matter which 2 professions they are, the other ideas in the thread were fine.
Vertexon
Thu Feb 05, 2004 5:48 pm
#7

Neat ideas!


I've always thought it might be fun to introduce "herding" skills (dare I say it? Nerf-herding skills) somewhere. This could allow you to issue the "follow" command to wild, untamed creatures. Very useful for splitting up large groups of social creatures (then picking them off one at a time). Or getting a baby away from the rest of the herd. Or keeping a creature from running away while you try to milk it. Of course, this might open the door to grief by way of increased training of aggros.





-Vertexon.
BlindTyldak
Thu Feb 05, 2004 6:14 pm
#8

Yeah, unfortunately I could think of a lot of ways that could be exploited or griefed. They had herding as a skill in UO, and honestly no one used it.
Xian-Thariuz
Fri Feb 06, 2004 1:20 am
#9

I'm not too sure I like that idea just for the fact that when this game was first introduced, It was said to lean toward different people picking up different skills to have a diverse community. As the game progresses it's already headed to the point where you must be a master in at least one thing. Adding another title and skills for dual master titles, would pretty much make everyone want/have to be a master in two things, because well... who the hell wants to be lesser than everyone else. That will only make more and more people become same. I liked the idea of being different, already hitting master tips the scales a fair amount, which is fine, so everyone already wants to be a master of their chosen profession instead of an amalgamation of the professions, so I'd like to keep some reason to stay a little diverse.
Aakhperkare
Fri Feb 06, 2004 1:26 am
#10

Here was my idea for future CH progression, though it got one-starred to death...







Here is an idea I have for further Creature Handler progression. Pet specializations. Say I choose a Rancor as my specialized pet. Here is a basic idea of how it would work



  • Novice Rancor Trainer

Large reduction in HAM costs for the /enragepets and /emboldenpets commands



  • Rancor Agressiveness Training

Anatural boost in the Rancors damage from 540-550 to 660-680


/berserk2 and /intimidate2 commands for pet



  • Advanced Rancor Empathy

/sentry command for pet. "Pet will guard target to the death disallowing anything within 20m's of target"


Instead of a pet vitality loss, the Creature Handler will have the option of taking SEVERE wounds to himself in exchange of preventing the loss of 1 vitality point to his pet.



  • Advanced Rancor Conditioning

+40 Pet Terrain Negotiation


20% HAM increase



  • Master Rancor Handler

/trick 3 command healing all mind and wound damage by 90%


/trick 4 command healing all mind and wound damage by 100% curing any disease or poison as well


/breed command Allowing your Rancor to breed with another Rancorproducing a baby of that particular species for the Creature Handler to tame


(must be at a lair of the same species)


/trainmount command allowing the Creature Handler to also make his specialized combatpet into a mount only he can use and ride.


I think you get the idea and hope you like it half as much as I do.





Aakhperkare
Fri Feb 06, 2004 7:45 pm
#11






BlindTyldak wrote:
And Aakh, that's a really nice idea, but man, that's a lot of coding for an extremely specialized skill . . . would that be for every kind of pet?






Well, I wouldn't say for all pets.More than likely for any pet CL 50+ or so. Or it could apply to pet combinations as well. This would be more for an expansion, because it would be a lot of coding I bet. JUst some nice future ideas.
BlindTyldak
Sat Feb 07, 2004 1:38 am
#12

And Aakh, that's a really nice idea, but man, that's a lot of coding for an extremely specialized skill . . . would that be for every kind of pet?
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