Quote Originally Posted by Minali View Post
May I ask how RuneScape's general design for their pet class is? I've never played that game but would be interested how they managed it and if it might serve as inspiration.
RuneScape’s pet class is a hilarious take on a necromancer, basically it functions where there is three core “branches” of necromancy

-summons
-offensive magic
-support magic

You have 4 pets you can summon, a skeleton attacker, a phantom guardian, a ghost that heals you and a zombie that blows up. However at extremely high levels you get a skill that basically lets you summon all of them at once. You can control each of them to do a limited set of actions but they will also just do their core actions alone (the fact you can summon all of them is balanced by needing an expendable resource to keep them on the field which works with RuneScape but doesn’t work in 14). Meanwhile you as the necromancer have offensive and support magic. Offensive magic works quite similarly to WOW’s basic Freeform rotations. Support magic includes both field magic (teleports and the like) and other combat useful magic like the ability to reduce damage by 20%, the ability to turn a heal into a reflection damage skill, give you access to defensives via a pseudo shield or augment your summons

RuneScape btw doesn’t have a trinity, it has a combat triangle so of course this class is DPS, healer and tank in one but overall it’s a really well designed class