- Orobons (Orobon/Angler)
- Crabs (Snipper -Red/Megalocrab - Green)
- Jellyfish (Aurelia/Casseopeia)
~Vilekin~
- Spiders (Yarzon - Purple/Sand Yarzon - Brown)
- Gnats (Redwing Ked/Gnat)
- Mosquitos (Djigga/Chiggo)
- Slugs (Sea Slug - Blue/Slug - Purple)
- Beetles (Ladybug/Beetle)
- Mites (Miteling/Diremite/Banemite)
- Bees (Fly Swarm/Bee Swarm)
~Voidsent~
(I would just like to add-in at this point to the discussion, would you like voidsent to be tameable or untameable? I prefer tameable but I don't think it will fit the title. You decide)
- Ahriman (Smolenkos/Floating Eye)
- Spriggans (Spriggan Collector)
- Imps (Imp)
- Snurbles (Burble/Snurble/Camate (just kidding)
- Ogres (Ogre)
~Seedkin~
- Goobbues (Level 30: Carpethead Goobbue/Mossy Goobbue)
- Flytraps (Poison Trap/Fly Trap)
- Funguar (Funguar - Orange/Shroom - Purple)
- Cactuar (Sabotender De Sol/ Cactuar)
- Malboro (Creeping Ivy/Marbol)
NOTE: (If I left any out just reply to me and I'll edit it in later!)
Listed above are the following animals/monsters I would love to have tameable for the player in A Realm Reborn! Discuss what you guys think and would like to see left in or out?
Below are the following animals/monsters impossible to not only gauge, but also impossible to tame.
- Notorious Monsters (Inside dungeons, outside dungeons, inside instanced quests, and in certain other locations with the following symbols "??".
- Anything too high a level, as was the case in FF XI, is unable to be charmed at this time. Or unable to hold tamed for too long.
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● Should we be able to name our pet?
Excellent question!
Yes and no.
Let me explain my proposal for this instance.
EX:
You obtain your very first bullwhip to start leveling your Beastmaster/Tamer.
You enter the wild and find a cool little dodo that you charm and have following you around and assisting you in battle.
Farting, and belching, and throwing up all over your opponents high and low.
You decide to take a break from your new dodo friend and try taming something else. But then you'll lose your dodo.
But then you realize you have several options as a Beastmaster in FF XIV.
Save and name your new dodo to recall later as a summon-able ally wherever, whenever.
There's a certain number of summon-able pets you can store at once, and the lower level you are, the less you can store. The stronger you become and more skilled, the greater the number of pets you can store increases.
You can swap in and out/release/capture/summon as many times as you desire to your preferred play style.
So you can:
A) Summon all the above creatures. Store them. Name them. Decide to not name them and only have them temporarily, or hold onto them and have them grow.
And
B) When they stick with you and grow over the experience it gains, it becomes stronger than the natural dodos it once flocked with.
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● Should pets be able to change class?
- Exmple: Paladin Cactuar, Black Mage Sea Hare...etc
There's a few ways I see this working, but none of them are 100% clear enough in my head to see it through entirely.
Let me start with my first example of how I can see this working, at least one possibility.
EX: (OPTION A)
FF XIV Beastmaster Pet Roles
Listed below are ideas ONLY for the idea presented about pets having certain "roles" like the chocobo will in A Realm Reborn.
(Tank, Damage Dealer, Caster, Healer / [De]Buffer)
(This is ONLY a rough-draft. Ideas and suggestions are subject to change at any time!)
TANK
Big beasts with a large HP pool that can also deal damage through auto-attack and weaponskills.
Attack weaponskills EX: Thousand Needles, Badbreath
Debuff weaponksills EX: Petrify, Stun
Although DPS and damage is not as fast and effective as a Damage Dealer class, it can still protect the Beastmaster and the entire party with ease. The party members must fight primarily to make up for the lack of DPS from the tanking beast.
- Crab
- Ogre
- Aldgoat
- Gigantoad
- Banemite
- Goobbue
- Malboro
- Basilisk
DAMAGE DEALER
Damage dealers do one primary thing and one primary thing only, deal damage. They hit hard, fast, and deliever a variety of close-mid ranged weaponksills ranging from strength, debuffs, and buffs on its own self to assist it.
DD pets can fight a good fight but they must have their health monitored more than the tanking pets, however, they'll be fighting along side you, not for you.
- Cactuar
- Raptor/Anole
- Coeurl
- Pteroc/Puk
- Peiste/Basilisk
- Drake/Biast
- Apkallu
- Wolf/Hyena
- Opo opo
- Antelope Doe/Stag
- Bat
- Karakul Ewe
- Rat/Mouse/Squirrel
- Orobon
- Yarzon
- Ladybug/Beetle
- Bee Swarm
- Djigga/Chiggo
- Mole
HEALER/BUFFER
Healing and buffing pets are not fighters. They are there by your side to keep you safe, healthy and fully buffed with Protect, Stoneskin, Regen and other safety precautions. They can auto-attack to assist you, but don't expect them to destroy all your foes.
Healers/Buffers do not build TP like a Tank or Damage Dealing pet does. The instead are swapped with an MP bar that builds as they auto-attack or rest safely in the back.
Pets, unfortunately cannot raise you after death considering they retreat after you have fallen. However, being able to raise another player when alive with your pet out is still under discussion.
- Snurble
- Funguar
- Karakul Ewe
- Rat/Squirrel/Mouse
- Bat
- Ladybug
CASTER
Casters are beasts that have the ability to fire projectiles and cast magic from a distance on enemies. They are not tanks with a plethora of HP nor a knack for physical damage. However, they can auto-attack to build back up their MP and add small amounts on damage in between.
Casters can be very, very deadly if used wisely. However, just as easily as it is for them to nuke down foes, they can just as easily be slain.
- Gnat
- Eft
- Spriggan
- Jellyfish
- Ahriman
- Flytrap
- Slug
- Imp
EX: (OPTION B)
If you throw out the entire idea and concept behind the role system for FF XIV's pets (inspired by FF XIII-2's role system for pets) this is the other alternative, which is much more like FF XI.
All animals/monsters in the game are the same type, depending on their natural move sets out in the wild.
This means, that if you are high enough of a level and you come across a Malboro and tame it, you can have it attack for you like it normally would out in the wild, with a large HP pool and high attack power.
Your Malboro can use Badbreath, use weaponskills with its vines and use auto-attack and a few other unique moves exclusive to the seedkin.
If you also come across a Snurble (such as Camate
) and you tame him, he will behave similarly to a wild Snurble. Even if he's around the same level as the Malboro.
Yet the Snurble's HP will be drastically lower, yet still have a fair amount, and have mostly healing/buffing weaponskills for his master. He will also be able to deal damage and auto-attacks like the Malboro but they will also be much, much weaker and less effective compared to the Malboro.
Which means most people will use the Malboro and never bother with the Snurble, unless they choose to. This will work similarly with all the beasts in the game.
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(This is just a quick doodle I made to imagine what the setup might be like for a full party with a Beastmaster and his pet fighting a single target enemy in A Realm Reborn. Sorry for the mess and the crappy art!) 

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● Should pets be able to equip certain armor?
In my honest opinion. No.
But here's my solution and reply to that answer!
I noticed the Amalj'aa and Ixali have electrum and myhtril collars and bracelets on their tamed beasts of war.
What I suggest is a simple makeover that looks cool but also distinguishes a wild mob and a tamed mob from each other. Also, naming your pet or the other alternative "Jerbird's Basilisk" distinguishes you from other people's pets. Whichever option is chosen.
However, back to my suggestion/solution.
I think that when you tame any beast they should all have bracelets/collars of decorated ownership displayed on that animal once he is tamed. When released he/she loses them and becomes wild once again.
Other from that, I think as of right now, only the chocobos should have the armor for combat and protection.
(Here's an example of what I mean by the accessories being only visual cues to a tamed pet rather than an actual piece of gear needed for pets.)
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● Should pets be an optional mount?
- Example: maybe at a certain level?
Answering this is a little bit tricky.
For me personally, as a FF XIV fan and player, I love mounts, I love pets, and I love variety.
So if it was up to me, depending on the size and type of mob, and possibly even depending on your characters size and race, I'd have to say certain mobs everyone can mount and tame. Others have exclusives since they are more fit for one over the other. But I wouldn't say that would be 100% set in stone.
I don't see this happening though, and I also wouldn't be too beat up over it. It would just be a nice thing to have but I KNOW a portion of people playing this game and using these forums would flip out and consider suicide or something.
So this question I'd say I'd welcome it with open arms and eagerness but I'm not demanding it nor fighting for it to be in. Only if it would be possible and easy to get in the game.
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NOTE: FURTHER SUGGESTIONS COMING SOON! NEED TO TAKE A BREAK!