mtpelion.4562 posted an idea on the Ranger CDI thread about gaining a buff if you stow your pet. It seemed to gain some traction from Allie Murdock and she encouraged us to start a new thread that discusses this proposed mechanic.
I, personally, have never been a fan of permastowing our pets. However, with a lot of the recent content…Wurms, Marionette, high level fractals, it does make keeping a pet alive an effort of futility. Adding some static buff, when a ranger chooses to stow the pet could solve the problem that many rangers have with our current pet but still allow the ranger to be thematically tied to their pet.
Adding a flat damage boost for perma stowing pets doesn’t necessarily solve the problem and seems lazy and uninspired. Adding a static boon, based on the pet of choice, I think is a brilliant way to add depth and consequences to pet choice regardless of whether it’s out attacking your foe or stowed and giving you her aspect.
Now that I’ve started the discussion, I’m curious what the brilliant minds of the ranger community can come up with if this mechanic is introduced. Judging by Ms. Murdock’s reaction to mtpelion.4562 post, it seems possible that the devs would consider it.
Here are my ideas on the mechanic. I’ll keep it brief so I can read everyone else’s idea.
Here are the basic buffs I would add to perma stowing a pet. Ranger gains the buff based on the family of pet they have and the F2 ability becomes an added ability for the ranger.
Pet Family:
Bear: Ranger gets 10% toughness
Brownbear: Cleanse one condition
Polar Bear: Next attack Chills (2s)
Black Bear: Next attack Weakens (5s)
Murellow: Next attack Poisons (3s)
Arctodus: Next attack Bleeds (2 stacks 3s)
Bird: 25% movement speed
Raven: next Attack Blinds (2s)
Snow Owl: Next Attack Chills (2s)
Eagle/Hawk: Next Attack Bleeds (2 stacks 5s)
Cat: 10% Precision
Stalker: On use Might (1 stack 5s)
Jaguar: One use Stealth (3s)
Snow Leapord: Next Attack Chills (2s)
Lynx: Next attack Bleeds (2 stacks 5s)
Canine: 10% Power
Wolf: On use single target fear (2s)
Drakehound: On use single target Immobilize (2s)
Arctic Wolf: On use single target Chill (2s)
Fernhound: Ranger gains regen (5s)
Spider: 10% condition damage
Cave Spider: Next 2 attacks causes Vulnerability and Weakness ( vulnerability (5s) weakness (2s)
Forest Spider: Next 2 attacks cause Poison (3s)
Jungle Spider: Next attack causes Immobilize (2s)
Drake: 10% vitality
Ice Drake: Next attack chills (3s)
River Drake: On use single target lightning strike ( damage 380)
Reef Drake: Next attack causes Confusion (2 stacks 3s)
Salamander Drake: Next attack causes Burning (2s)
Marsh Drake: Next Attack Poisons (3s)
Porcine: 10% Healing Power
All Porcine give their forage on F2 use
Moa: 10% Boon Duration
Blue: Grants Protection to Ranger (2s)
Pink: Next attack Dazes (1s)
Red: Grants Fury to Ranger (6s)
White: Next attack chills (2s)
Devourer: 10% Condition Duration
Carrion: Next attack Poisons (3s)
Lashtail: Next attack Bleeds (5s)
Whiptail: Next attack causes Torment (3s) just to give us torment
There doesn’t need to be a fancy graphic associated to it, and the F2s are toned done by about half to make up for the fact that the pet (in all her faults) isn’t delivering the ability. Combo fields and projectile finishers and everything else the pet offers are out to offer a balance to the petless gameplay.
EDIT: Let’s not have the debate here on whether pets should be in or out or how to fix the AI. This post it to brainstorm a proposed mechanic and offer constructive ideas on how you would implement it, NOT if you would. Thanks all.
(edited by Lobo.1296)