For my final character slot

I decided to give a beastmistress a go, I'm only fairly new with her but I feel I've got enough experience to comment on some of the suggestions here.
Quote:
|
Originally Posted by BigTru
Do away with "Charm Animal".
|
Yes. A full out beastmaster/mistress I believe can get away with this usage of skill bar slots, but more diverse builds which by how the game mechanics works Guild Wars seems to promote suffer too much from this.
For a pet to be effective
at least half your skill bar has to be devoted to it, which I believe to not be balanced with other characters. The minimum one could get away with would be charm animal and 2 attack skills. These attack skills would then have to be one of the 4 5sec recharge ones (scavengers/predators/disrupting/brutal) to maintain any kind of reasonable damage over time. You then can't inflict a condition yourself to use scavengers on, and if you're not going to be taking comfort animal then predators is fairly essential.
You are then screwed if your pet dies in battle (is bad enough in regular quests/missions but UW/FoW and it's really no fun), in PvE where renegade W/Mo's rule supreme this will no doubt be fairly often so you are forced to bring a pet revive as monk res's or signet don't work on your pet, and you're not going to find a group with another ranger with revive animal on him. I just can't see any way of cutting back from 4 skill slots just to keep your pet somewhat effective in the average pick up PvE group.
A warrior on the other hand, or a marksman can easily get away with using 3 skills to be an effective force (more so I believe than a pet with 4) on the field leaving much more option for diversity in other attributes.
You then still miss out on the bleeding/extra dmg combo of feral lunge and scavengers as with only 2 attack skills you can't get away with only getting 3 attack skills off in a 10 second period, also you don't get any usage of pet buffs (oltyugh's cry/call of protection/call of haste). Effectively anything that would make your pet as strong or stronger than for example a warrior or marksman without devoting more of you skill bar to your pet.
I like the idea suggested here by which charm animal is replaced by comfort animal after you have charmed a pet. Once you have gotten rid of your pet this skill return to comfort animal. This comfort animal must then be equipped at all times that you want your pet.
Quote:
|
Do away with the "Skill Disabling" when your pet dies.
|
I don't agree with this, although being a beastmistress this would of course be very nice for me I believe the current system to be a suitable penalty.
Quote:
|
When our whole team wipes out and we respawn, let our pet respawn too!
|
Yes. Not much more to be said about this one, unless you want to strip a swordsman of his sword when he dies and has to run from the respawn to go and collect it before he can be effective again I don't see how this can be fair.
Quote:
|
Let me see my pet damage!
|
Definately, this is something I very much miss when comparing my beastmistess to my other characters. I like stats, I want to see if so and so skill I'm using is effective or whether I should be trying something else. I want to know if adding some buffs to my pet is making him do enough more damage for the extra skill slots/attribute points/energy costs are worth it. I would also like is as some feedback that my pet is actually doing something, rather than just relying on the attack animation which my view to often blocked to or is hard to see. Especially on some of the tougher baddies and when there are many players in your party using various skill I just have no idea whether my pet is being effective or not.