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WoW
05-31-2014, 10:23 AM
(Edited the name of the move; just makes more sense for it to be in the ready move section. Also made other changes that were more sensible)

Most of us are constantly coming up with ways/ideas that can improve bst and make them more serviceable in a party setting. Well, out of boredom, I was thinking of something along these lines (It is pretty long XD):

Beast Meter: Summons a NM version of a jug pet. These monsters act as a second pet, whom would perform a special ability, then vanish. It is located in the "ready" menu. Keep in mind that these pets have lvl 128 NM strength; their special attacks are far superior than any of our current jugs. Although the beast meter is separate from the ready meter, it is also located under ready, just a separate timer.

Prerequisites: “Beast King” a Series of short quest from Brutus whom informs you that there is a method of befriending several legendary beast of vanadiel. Brutus tells the bst how to draw these monsters out. You need trade any jug of the corresponding family to a ??? in a specified area. For instance, a beast jug in order to spawn the behemoth and a lizard jug to spawn the Adamantoise, etc. There a seven total summons; each from their respective family. Beast (Behemoth, located in Behemoth Dominion) or Cerebus (Vozold Island), Lizard (Ferromantoise, Cirdas Caverns), Birds (Amphiptere, Woh Gates), Plantoid (Sabotender, Quicksand Caves ), Aquan (Pteraketos, Purgonorgo Isle), Vermin (Large Scorpion, Ceizak Battlegrounds ), Amorph (Sandworm, Attohwa Chasm). In order to obtain these monsters, you must defeat them in battle. They give up at around 10% hp. These monsters are extremely powerful; example, a meteor attack from a behemoth could kill an entire pt. A solid pt should be able to take them down, can bring an alliance (Akin to the run/geo AF Nms upon release). Gives experience and capacity points.

How it works:

Under the ready menu, there will be a list of available moves and the beast associated with it. The monsters available corresponds to the beastmaster's current jug pet. If you have a lizard out; the ferromantoise's ready moves will become available, if a beast is out; the behemoth's moves will be available and so on. (Added this to enforce jug variety; jugs are expensive, however, you can still be effective without the most expensive jugs. Also, we won't see a millions bst running around with the same pet. Makes more sense story wise aswell, pertaining to the quest). However, if you want to use the Amphiptere, you have to buy a bird jug, any bird jug. In a perfect world, the jug cap would be lifted and falcorr will be back in action or any of the older cheaper jugs.

Example: Lets say we have Crude Raphie out; the ready menu will look like this:

Crude Raphie
-Tortoise Stomp – Single target damage. Additional effect: “Weakens defense” (2 charges)
-Harden Shell - Enhances pet's defense. (2 charges).
-Aqua breathe – Deals Water Damge to enemies within a fan-shaped area. (3 Charges)

Ferromantoise
-Testudo Tremor – AOE high earth damage. Additional effect: Stun and Weight. (2 Charges)
-Earth Breathe – Deals Earth damage to enemies within a fan-shaped area. (3 Charges)
-Head Butt – Single target Damage. Additional effect “Accuracy Down” (1 charge)
-Harden Shell – Enhances party's defense (Including pet's. Stacks with Rahpie's harden shell, thus an uncapped rahpie could be a wall against physical attacks).


The NM abilities cost a specific amount of beast charges and is blacked out until the beast meter is filled with the required charges. This meter is separate from ready charges (originally, I had the two sharing the same meter). You cannot call a second beast if you do not have a jug pet out.

Behemoth: Uses all behemoth abilities minus accursed armor (obviously). Flame armor is a party AOE buff.

Cerberus: All cerberus abilities. Magma Hoplon is an AOE pt buff.

Amphiptere: All Amphiptere abilities, minus feral peck. Reaving's wind shield affects pt. Max hp down could be beneficial, so long as it is a decent amount.

Scorpion: Venom storm, NM version of death scissors (Would never get this on a jug anyway), Evasion (Pt aoe buff), Sharp strike (Pt aoe buff).

Sabotender: Random 1k-10k needle attack (??? needles perhaps), Photosynthesis (Strong pt aoe regen).

Ferromantoise: Head butt, Harden shell (Pt aoe strong def boost), Testudo Tremor, Earth Breath.

Pteraketos: Angry sea gas, Blowhole Blast, Deep sea Dirge, Depth charge, Echolocation, Watersprout.

Sandworm: Aeolian void, Dustvoid, Slaverous gale.

The purpose of this is to boost bst ready move damage and also allow bst to access to powerful NM moves we have been clamoring for. A dd spike from a NM esque pet every now and then should be enough to get bst into pts. We are not only battling to gain favor from the devs, but the community as-well. The playerbase loves large numbers and spike dmg; seeing a epic mob perform a damaging attack may woo the playerbase into inviting us based the the pet's coolness factor alone.

I just don't see how our current jugs will ever compete at high lvls without making them akin players; as it pertains to their strength. Having a constant pet out, which resembles a REM player in strength could cause balance issues (SE fears these). The 12th anniversary has come and gone, yet bst in still an outcast. I am inclined to believe that jugs are not the sole answer. A large dmg spike would not break the game imo, because it would be on a timer. The moves will also require a certain amount of beast charges. The highest lvl pet I believe is herald henry whom caps at 128; a special move from a 128 NM would be damaging; even to a delve boss. These summons could add to our total dps. An example scenario: The bst and the pet are dding on the mob as usual, bst has 3 beast charges, hence all of the NM abilities are now available > bst selects ready > scrolls down the list of monsters moves > pt is fighting Dakuwaqa (A aquan), hence he/she browses through the named Amphiptere's (Bird) move list > selects Calamitous Wind > mob appears > uses move > hits Dakuwaqa for 5006 pts of dmg > pet vanishes (using mobs that are killers of the foe enhances the dmg). Having a jug out 24/7 jug whom was capable of such power may lead to balance issues; but restricting them to a 2 minute and 30 second spike in dmg would not break a thing imo.

This would enhance the efficacy of our ready moves and we still get to keep the sub-par pet system; hence no real overhaul/game changing design is necessary. Basically, the beast meter acts as powerful ready moves; ready 2 of sorts. We all know ready moves deal sub-par damage, but this would solve that issue. Only boosting a jug pet's acc would not change much imo, they still have weak ready moves. Allow jugs to be there for DoT; while the beast meter serves our spike dmg. Just a random idea/thought (Better acc food will be welcome, but that would be all we need imo).

Edit: Something like this was discussed, but later scrapped iirc. A bst 2nd summon. bst have always wanted to summon a second pet; in theory, this is indeed a second pet. While not constant, it is a third source of damage nonetheless.

Leonardus
06-04-2014, 06:04 AM
I think it's an interesting idea, but you're basically just stealing blood pacts from SMN. No one's ever complained about blood pact timers, right?

You're also making Unleash a bit redundant. I think they would sooner offer ways to extend Unleash duration or just proffer more Ready Charges if they felt BST needed spike damage.

Two pets...that would be fun, though.

WoW
06-04-2014, 09:57 AM
I think it's an interesting idea, but you're basically just stealing blood pacts from SMN. No one's ever complained about blood pact timers, right?

You're also making Unleash a bit redundant. I think they would sooner offer ways to extend Unleash duration or just proffer more Ready Charges if they felt BST needed spike damage.

Two pets...that would be fun, though.

This was an idea mentioned awhile back; 2nd pet would appear and perform a special ability then leave; as it pertains to stealing smn blood pacts,yes, bst, imo, would be more beneficial if it were summons as opposed to a constant pet dding along side of a master (Although smns use avatars and bst use monsters; I mean, think about it, blu stole pet abilities from us). Bst would actually do this in past FF titles, a direct summon. Catch a mob and have him use an ability. This would also open the door for the usability of every monster in the bestiary. In essence, yes, this ability is blood pact-ish, doubt SE would overhaul a dead job on a dying game. However, pet barding, deletion of jug caps, non-romval of beneficial abilities from jugs could be enough to lift bst, but should they have not implemented this stuff from the get-go? Why was some side content released that contains pet armor slots? Also, removing the jug cap will conflict with the current merit category. Imo, they have no real intentions on fixing bst; it is a faulty job, hence ppl will keep subbing and use the functional jobs.

I am a supporter of pet summons as opposed to the dd/master crap; notice that smn is the more popular/used pet job; I even see them in delve. Bst in its' current form does not work, nor will it; unless they rehaul the job. This formula does not work; XI is dying, yet bst is still puzzling to the devs.