Quote:
Originally Posted by Aggelos
And I personally love the idea of a strategy-based class. I've always liked to really think what I have to do instead of just spamming nukes and skills
|
Me needs think for kill monsters? \(°_o)/
Pet classes in WoW were pretty... I don't know... simple to use I guess. You could put most of the abilities on auto if you wanted to, and save specific ones, like spell lock on the felhunter or intimidate on BM hunter pets for specific timing, but other than that they're not really that complicated. Hunters
can't switch out mid-battle, in fact switching pets requires them to use a stable-master from the towns, and warlocks
could sacrifice for a shield or something and then resummon in I think 0.5 seconds
if they had talents into it a burned a cooldown (not sure on the timer, but I wanna say 10 minutes). Basically what that means is that "pet dancing" as you might call it, frequently switching between pets, wasn't even possible, much less a viable strategy. It's a 10 second base cast, and I think 5 with talents (cooldown drops it another 4.5 or something... I'm not sure on exact numbers).
Anyway, I'd definitely like to see pet swapping for strategic purposes, even on the scale where you can do it very frequently. Even to the point that say one pet has horrible attacks, but it can slow the enemy, so if they get close you can use that, create some distance, and swap to a high-damage pet while they're at range. The problem with this is how well it fits the lore and general feel of the Spiritmaster. If you see those massive pets that's you've to put some work into getting, then it wouldn't feel right to be summoning and discarding them so quickly. Then again, if it's something like the Theurgist from DAoC (I only played one very briefly and it was
years ago), it would make a lot more sense. That's actually a class that I really liked the idea behind. If my memory serves me correctly, you'd summon waves and waves of little elementals that would live for maybe 40 seconds or something in there and would run to the target, smack it a few times, and die. Different pets had different attributes that were useful in different situations. Again, I don't know how much depth there really was with the class as the game progressed, since I only played one very briefly (yet I can remember sitting on top of a specific hill killing monsters for a while... I think it was near a bridge... funny how you remember things like that), but I definitely see a lot of potential in the idea.