Thank you for taking the time to adjust Beastmaster again.
Ready Execution Issues
The additional -5 seconds of Ready recast allowed us to finally drop Charmer's Merlin axe which is a step in the right direction for melee. However the changes with Ready animation time as stated is too fast to equip pet damage gear and you sacrifice the Leg slot to Desultor's Tassets.
I would suggest bringing Ready more in line with Summoner.
- Activation Time: 1.25 seconds
- Ability to interrupt the animation to execute another Ready move.
- Ability to execute Ready moves without engaging the pet with Fight.
Ready Buff Concern
My concern is that this style of play locks you into using particular pets to melee more effectively. You will always end up using a Sheep or Raaz pet to make use of their offensive abilities to melee. Crab and Jagil being the defensive side of this.
It feels like this new rock/paper/scissors model of choosing a pet is an unnecessary complication where you already have to consider the pets damage type, element and monster correlation.
If the goal is to make Beastmaster a frontline melee that the master is engaged at all times, then I would suggest alternatives that have worked.
- The boost to damage comes directly from the Beastmaster.
- Like Dragoon, where as long as you have any pet out.
- Like Summoner, where the duration is so long and Call Beast is so short you can stack abilities and move to your preferred pet.
Distance Issue
Distance remains a huge hindrance for Beastmaster. It is unreliable. You have to constantly worry about your distance to your pet and when multiple monsters are present, you have to find and run to your pet if say a caster from a distance uses an AoE spell and aggros your pet.
I'm not even that far away and in regard to buffs, I'm within the proposed AoE circle and cannot execute. Please revert this. I guarantee you, the state of pet damage right now isn't creating an exploitable opportunity.
Beastmaster does not have an endless supply of pets nor the damage to even keep up with current day melee on their own. They will melee if you give them reason to.
Suggestion for further changes
- Melee Gear Access/New Items: Blurred Shield, Iosheka Belt, and Knobkierre. Maybe some BST only shields and ammo that have really good master and pet stats.
- Jug Consumption/Inventory Issues: Like the other consumable jobs, maybe it's time BST just has a learn system for individual pets and has universal jug ammo. In this example /ja "Vivacious Vickie" <me> uses Call Beast. Bestial Loyalty changes to Deus Ex Automata and resummons your last recorded pet without full HP.
- Pet Poultice/Roborant: Give us a reason to use these. Roborant = Full Erase. Poultice = Potent Regen that stacks with Reward.
- Charm: Let us execute it with a pet for utility for a bind/enmity tool. Charm+ also works on duration.
- Tame: Can execute while a pet is active to reset hate on a target. Gives BST a unique tool to bring to groups. No more exploitable than death/reraise currently. Make it give a Tame resistance if successful so it can't be spammed.
- Feral Howl: Needs to be a useful stun and lowered to 3 mins like the other Killer job stun job abilities. Make mobs less terror resistant.
- Run Wild: Like Spur and Ready moves, should be allowed to use without first engaging a target.