Creature Handler Archive
Thread: post CH revamp... What speciail abilities do you hope you can give give your pets?
Message Edited by JakinIrali on 07-26-2005 09:14 AM
Yes, obviously I'm a dreamer.
* Ability to stop attacking current foe for a new one ( a bug fix, not an ability, but an important one ).
Now, to the "real" list:
* Burst Run/Gallop ( or equivalent )
* NeuroToxin/Poison
* Bleed Attack
* Sit ( for faster damage regen, much like players ) / Stand ( self-explanatory )
* Stalk ( approach with effective critter Mask Scent ) -- probably cats only.
* Taunt / Area Taunt
* Intimidate
* Knockdown
* Cripple attack
* Armor Break
* Roar ( think 'War Cry' )
I think all of the above sound appropriate for critters of one type or another. Personal favorites for my TKM/MCH would probably be Intimidate, Knockdown, and Armor Break.
Message Edited by After5CST on 07-26-2005 10:15 AM
here is a good list of specials for pets....
1) Attack- this new special will allow a CH to decide what and when their pet attacks.
2.) Move- this special will allow a four legged creature that has to catch it's food in the wild actually move at a pace greater than a biped that is wearing 30+ pounds of gear, armor, and weapons.
i think something like this was mentioned in a redname's post, but i'd like to be able to customize my pets a little, give them special stats and whatnot. that way i can say "psh, my rancor can take your rancor" and have it mean something. then again, pets wont attack each other, so whats the difference
In my oppinion root attacks are destined for the grave as is. No matter what the game most people who havent root spit profanity about a move that is tant amount to well what rohipnal is used for. Here is a list of what we need not carbon copies of other prof moves.
Intimidation. Offbalance decreased melee defense
Intimidation. Terror decreases ranged attackers accuracy
Intimidation. Shock prevents a target from administering any form of heal.
Intimidation. Flurry stuns the oppnent makeing them take more damage.
Mauling. Broken arm effects action regen rate.
Mauling, Broken leg reduces attackers speed.
Mauling. Cracked ribs effects health regen rate.
Mauling. Blunt force trauma effects mind regen rate.
Venom. Plague strike imparts a relevant disease to the opponent.
Venom. Paralysis reduces recovery time from state.
Venom. Poison standard poison.
Venom anticoagulant increases duration of burn bleed or poison.
Enraged health attack
Enraged action attack.
Enraged mind attack.
Thats what I would like to see a level 70 creature being able to focus on one line say mauling works as a debuff in group battle. Venom acting as the old dot system allowing a ch to impart serious damage and then escapeing back. Intimidation acting as an effective crowd control. Enraged would allow the pet to combine with the master in a concerted offense on one bar either effectively trying to kill or removeing the option to say heal or use specials.
In my oppinion knockdowns roots bleeds burns and things of those natures should belong to the other profs. Simply dropping them into CH is a double whammy. 1 it brings back old fashion spamming say knockdown. Since a player might use the same move faster then intended. 2 why do we want to be doubleing over in moves. Far better to have moves that would combine like if your a combat medic useing venom anticoagulant would increase the effectiveness of your attack. Or say useing intemidate block heal when you got a player on the ropes with all your health hitting.
I would settle for the old specials just to work on command.
Intimidate, KD, Stun, Dizzy, etc.
The ability to tank better would be great...I'm reading a little on the Aggression Ability which sounds promising.
Message Edited by HyeStringer on 07-26-2005 12:29 PM
After5CST wrote:
I hope to see the following:
* Ability to stop attacking current foe for a new one ( a bug fix, not an ability, but an important one ).
Now, to the "real" list:
* Burst Run/Gallop ( or equivalent )
* NeuroToxin/Poison
* Bleed Attack
* Sit ( for faster damage regen, much like players ) / Stand ( self-explanatory )
* Stalk ( approach with effective critter Mask Scent ) -- probably cats only.
* Taunt / Area Taunt
* Intimidate
* Knockdown
* Cripple attack
* Armor Break
* Roar ( think 'War Cry' )
I think all of the above sound appropriate for critters of one type or another. Personal favorites for my TKM/MCH would probably be Intimidate, Knockdown, and Armor Break.
Message Edited by After5CST on 07-26-2005 10:15 AM
Message Edited by JakinIrali on 07-26-2005 12:10 PM
KzinKiller wrote:
The abilities to keep up with my mount, and to actually hear my commands and obey them would be SWEET ......
Yes, obviously I'm a dreamer.
I want my beloved cats (GSPs, Grand Wrix, Gurreck, Crimson Razor Cat, Swamp Stalker) to again RUN LIKE THE WIND ITSELF and start batting the stuffing out of maulers, swoops, Nyax goons, Sith Shadow thugs, Valerians, Tuskens, gundarks, chunkers,meatlumps, nightsisters, Black Sun twits, etc. The way they used to before the accursed Combat Upchuck.
I want my giant peko peko to pace me in an AV-21.
I want my gorge vesp able to keep up with me when I'm riding my dewback. My rancor, too.
That's all I really want. Anything special on top of that is pure gravy.
That's what I want.
I want them to be able KILL ALL WHINEY JEDI!!! MWAHAHAHAHAHAHAHAHAA HAHA HA.... *goes and has a lie down*
sorry... ummm... I'd like them to follow commands...
oh! and keep up with me when I'm out for a run...
and obey commands ![]()
and have a really neat command like "rips out throat" with maybe an attractive blood spray or " kneecaps enemy"
/goes back to day dreaming