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  1. #161
    Player bazookatooth's Avatar
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    Mar 2015
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    364
    Character
    Bazookatooth
    World
    Asura
    Main Class
    THF Lv 1
    Quote Originally Posted by Arthos View Post
    Those Armor exists already.
    Taeon, Despair, some Empy pieces. For ready moves you can simple switch to a full pet-set. You loose some points of Pet dt, but this is still acceptable in group content.
    The problem is more located in the weapon section, here you have to decide, if you want to see a good ready move, or be able to hit with master on a D battlefield e.g..
    If you stick with Ready move, you can disengage, because your hit rate will be not high enough. And this is what happened.
    Sure, taeon for stuff will work for both pet and master on fodder mobs, but if you are fighting anything hard, I guarantee that you will miss the 100 acc / att that can't be augmented for both pet AND master at the same time. Not to mention the DT- and Double Attack, or the 400 TP bonus and other pet / master specific augments on the axes. Taeon has huge bonuses and will pretty much never be good for both master and pet at the same time. Despair has 1, maybe 2 pieces that are good for beast master? If you are spamming ready moves, you will almost never be in gear that enhances the master and makes it worth meleeing in the first place. If you aren't spamming ready moves, then you are basically a crappy puppet master and will probably never get invited to anything.

    Quote Originally Posted by Calatilla View Post
    SMN has had to brave AoE's to use Rages since day one and it hasn't done them any harm, and SMN is a wet paper bag compared to BST when it comes to taking a hit.
    I play summoner too. The difference between a 30 second BP timer and a 10 second Ready timer with 3 charges is like what 300% more time in AOE / melee range? Would you really invite a job that took 3X the damage of others?
    (3)

  2. #162
    Player
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    Nov 2014
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    70
    Quote Originally Posted by bazookatooth View Post
    Sure, taeon for stuff will work for both pet and master on fodder mobs, but if you are fighting anything hard, I guarantee that you will miss the 100 acc / att that can't be augmented for both pet AND master at the same time. Not to mention the DT- and Double Attack, or the 400 TP bonus and other pet / master specific augments on the axes. Taeon has huge bonuses and will pretty much never be good for both master and pet at the same time. Despair has 1, maybe 2 pieces that are good for beast master? If you are spamming ready moves, you will almost never be in gear that enhances the master and makes it worth meleeing in the first place. If you aren't spamming ready moves, then you are basically a crappy puppet master and will probably never get invited to anything.
    I see what you mean.

    I'd like to welcome a setup, where you can engage, loose some pet's power, but still pull ahead slightly overall. To motivate the masters to engage.

    Forcing them into AoE range everytime seems to be wrong.

    Yes, the weaponslots are the problem. For TP you can concentrate on master's stats and some pet dt. Taeon would be: acc/att, TA or DW, Pet: DT
    The pets have higer base stats, they can cap hitrate way easier than the master. And if not, it's not a huge problem, their main dmg comes from ready move.
    For ready move just switch into pet att/acc gear.

    But as you said, you want to wear Pet ATT/ACC/Tp-bonus axes for ready move, because the difference in damage is big. But with these weapons you cant hit melee standard for the master accuracy wise.
    Pld is in a similar spot there, but it got the acc-bonus from enlight to close this gap.

    So something like this, please. It wouldnt be overpowered, since you loose Charmer's merlin when engaged. But you win a working DD, who can both, engage, and deal a bit more dmg, or stand at range, deal a bit less but therefore pet has more dt and can ready more often.

    Short: Need a weapon with accuracy/attack for master and pet + TP Bonus for pet. It seems like a buff, but actually it's not one, it just opens the possibility for melee bst DD.
    (0)
    Last edited by Arthos; 08-05-2015 at 01:08 AM.

  3. #163
    Player Ulth's Avatar
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    Dec 2013
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    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    Quote Originally Posted by Arthos View Post
    Short: Need a weapon with accuracy/attack for master and pet + TP Bonus for pet. It seems like a buff, but actually it's not one, it just opens the possibility for melee bst DD.
    You know what would be a great solution for this? If mythic weapons were adjusted with how powerful the 119 weapons are now in mind. If Aymur got some more base damage attack and accuracy it would be exactly like you described.
    (0)

  4. #164
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    Nov 2014
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    Quote Originally Posted by Ulth View Post
    You know what would be a great solution for this? If mythic weapons were adjusted with how powerful the 119 weapons are now in mind. If Aymur got some more base damage attack and accuracy it would be exactly like you described.
    It should be easier to get than Aymur i think. And weaker for Pet moves, just as good as the skirmish weapons when augmented. Because at the moment every serious bst get headaches when thinking about giving up their dmg, only to wear some acc for master. Atleast i do.
    (0)

  5. #165
    Player Ulth's Avatar
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    Dec 2013
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    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    Quote Originally Posted by Arthos View Post
    It should be easier to get than Aymur i think. And weaker for Pet moves, just as good as the skirmish weapons when augmented. Because at the moment every serious bst get headaches when thinking about giving up their dmg, only to wear some acc for master. Atleast i do.
    Just as good as the skirmish weapons when augmented? Then why not just augment some skirmish axes with atk/acc and pet: tp bonus? They are on different slots after all.
    (0)

  6. #166
    Player bazookatooth's Avatar
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    Mar 2015
    Posts
    364
    Character
    Bazookatooth
    World
    Asura
    Main Class
    THF Lv 1
    Quote Originally Posted by Arthos View Post
    I see what you mean.

    I'd like to welcome a setup, where you can engage, loose some pet's power, but still pull ahead slightly overall. To motivate the masters to engage.

    Forcing them into AoE range everytime seems to be wrong.

    Yes, the weaponslots are the problem. For TP you can concentrate on master's stats and some pet dt. Taeon would be: acc/att, TA or DW, Pet: DT
    The pets have higer base stats, they can cap hitrate way easier than the master. And if not, it's not a huge problem, their main dmg comes from ready move.
    For ready move just switch into pet att/acc gear.

    But as you said, you want to wear Pet ATT/ACC/Tp-bonus axes for ready move, because the difference in damage is big. But with these weapons you cant hit melee standard for the master accuracy wise.
    Pld is in a similar spot there, but it got the acc-bonus from enlight to close this gap.

    So something like this, please. It wouldnt be overpowered, since you loose Charmer's merlin when engaged. But you win a working DD, who can both, engage, and deal a bit more dmg, or stand at range, deal a bit less but therefore pet has more dt and can ready more often.

    Short: Need a weapon with accuracy/attack for master and pet + TP Bonus for pet. It seems like a buff, but actually it's not one, it just opens the possibility for melee bst DD.
    If you use pet ready moves on time (every 10 seconds), you will be in the ready timer / ready damage gear probably 30-40% of the time due to animation delay etc. and locked form doing melee damage on the master. Not using the ready axe cuts pet damage by ~50%. No axe is going to give the master stats that compensate for that. Not using the ready legs is another ~50%. No leg armor is going to give the master stats that compensate for that. Between the two slots, the pet loses 8-14% DT- and / or TP Bonus, ACC / ATT from the axe and the master loses 22 damage per axe etc. These are huge differences in damage output that can't be compensated without completely ruining BSTs ability to solo by nerfing the crap out of pet damage. And even if BST somehow got to fight on the front line... There are a plethora of other jobs that can do that better. Absolutely no reason to complicate things with a pet job. Don't believe me? Ask any puppetmaster how often they get allowed in events. Or better yet, just do a /sea all and see how many there are. It's not because the job isn't fun. It's because the perfect balance between pet and master doesn't exist on hard content. It's either a great pet or none at all.

    TLDR; There is absolutely no chance that SE will make an adjustment that forces beastmaster to fight along side it's pet and still be desired in any content. If they do that, I guarantee that no one will invite bst any more and not only that, soloing will become more difficult to boot.
    (2)

  7. #167
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    Nov 2014
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    Quote Originally Posted by Ulth View Post
    Just as good as the skirmish weapons when augmented? Then why not just augment some skirmish axes with atk/acc and pet: tp bonus? They are on different slots after all.
    Would be possible, but normally you would want pet acc and pet att too on ready move also. This is the problem i was talking about, it's either master stats or pet stats, but we need both on weapons. You can switch gear, but not weapons. Have no idea why SE dont see this. I mean, yes they added some hybrid axes, but not good enough to replace skirmish weapons. They could do it easily, wouldnt be op, because you loose 5s on timer.
    (0)

  8. #168
    Player Ulth's Avatar
    Join Date
    Dec 2013
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    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    Quote Originally Posted by bazookatooth View Post
    If you use pet ready moves on time (every 10 seconds), you will be in the ready timer / ready damage gear probably 30-40% of the time due to animation delay etc. and locked form doing melee damage on the master. Not using the ready axe cuts pet damage by ~50%. No axe is going to give the master stats that compensate for that. Not using the ready legs is another ~50%. No leg armor is going to give the master stats that compensate for that. Between the two slots, the pet loses 8-14% DT- and / or TP Bonus, ACC / ATT from the axe and the master loses 22 damage per axe etc. These are huge differences in damage output that can't be compensated without completely ruining BSTs ability to solo by nerfing the crap out of pet damage. And even if BST somehow got to fight on the front line... There are a plethora of other jobs that can do that better. Absolutely no reason to complicate things with a pet job. Don't believe me? Ask any puppetmaster how often they get allowed in events. Or better yet, just do a /sea all and see how many there are. It's not because the job isn't fun. It's because the perfect balance between pet and master doesn't exist on hard content. It's either a great pet or none at all.

    TLDR; There is absolutely no chance that SE will make an adjustment that forces beastmaster to fight along side it's pet and still be desired in any content. If they do that, I guarantee that no one will invite bst any more and not only that, soloing will become more difficult to boot.
    Sounds like the problem is 1 charge ready moves are too strong and 2 and 3 charge moves are too weak. Really making 2 and 3 charge moves stronger would make bst more appealing for party play because they have better skillchain properties that other party members could take advantage of. Also they wouldn't have to stop auto attacking every 10 seconds. Of course that won't actually work because if they made it so a tp move that takes 30 seconds do as much weaponskill damage as another job can do in 30 seconds of weaponskill spamming people will cry nerf. People see big numbers and it scares them, they don't quite grasp the concept of the "per second" part of dps.
    (2)

  9. #169
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    Nov 2014
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    Quote Originally Posted by bazookatooth View Post
    If you use pet ready moves on time (every 10 seconds), you will be in the ready timer / ready damage gear probably 30-40% of the time due to animation delay etc. and locked form doing melee damage on the master.
    If melee you could do it only every 15s. You would be in ready move set for 2 sec. Animation delay is a bit annyoing, yes. It's also not good for the action feeling.

    Quote Originally Posted by bazookatooth View Post
    Not using the ready axe cuts pet damage by ~50%.
    That is why they should add excellent master stats combined with pet stats on axes.
    But you also win master dmg, and sc with pet is fun when it does enough damage. But you are right, that point requires testings, because it should be a bit higher overall than just standing at the side. A bit only.

    Quote Originally Posted by bazookatooth View Post
    Not using the ready legs is another ~50%.
    You can always use them. macro is:

    /equipset readyrecast
    /pet "whatevermove" <me>
    /wait 1
    /equipset petdamage
    /wait 1
    /equipset TP

    Quote Originally Posted by bazookatooth View Post
    Between the two slots, the pet loses 8-14% DT- and / or TP Bonus, ACC / ATT from the axe and the master loses 22 damage per axe etc. These are huge differences in damage output that can't be compensated without completely ruining BSTs ability to solo by nerfing the crap out of pet damage.
    Totally agree. And again, better axes are required. Here's the main problem.

    Quote Originally Posted by bazookatooth View Post
    And even if BST somehow got to fight on the front line... There are a plethora of other jobs that can do that better.
    This is SE's job to balance that out. Master and pet damage calculated together should be around the same other DD's do.

    Quote Originally Posted by bazookatooth View Post
    Absolutely no reason to complicate things with a pet job. Don't believe me? Ask any puppetmaster how often they get allowed in events. Or better yet, just do a /sea all and see how many there are. It's not because the job isn't fun. It's because the perfect balance between pet and master doesn't exist on hard content. It's either a great pet or none at all.
    It's not complicated with a pet job. Problem is more, that other buffs are required. So you leave half of the job unbuffed. GEO or RDM are better for mixed setups.

    Quote Originally Posted by bazookatooth View Post
    TLDR; There is absolutely no chance that SE will make an adjustment that forces beastmaster to fight along side it's pet and still be desired in any content. If they do that, I guarantee that no one will invite bst any more and not only that, soloing will become more difficult to boot.
    They should'nt force bst to do so, but it should be possible. If they really force it, then i think you are right, noone will invite bst and bst also looses ability to solo some content. Reducing the range you can fire off your readymove would kill the job.

    If they are clever, they give us good weapon choice to motivate bst to engage. A DD wants to be good, he will mostly trying to deal the best damage.

    Another good idea would be maybe to look into the mob designs to look for the reason, why melee not allowed anymore. Stuff like AoE stun, encumbering, instant death, .... I dont know if this is the fun players hoping for.
    (1)

  10. #170
    Player Draylo-'s Avatar
    Join Date
    Feb 2015
    Posts
    183
    Character
    Draylo
    World
    Asura
    Main Class
    NIN Lv 99
    Bazookatooth is still trying hard to persuade SE to not nerf BST. Anyone can see how OP it is atm, the nerf of ready range isn't enough, the timer needs the nerf.
    (1)

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