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Martial Power: Beast Mastery
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<blockquote data-quote="Sphyre" data-source="post: 4554402" data-attributes="member: 55424"><p>There are many advantages, but not so many that it makes them overpowered. None of them are overt - which is the key to making them not ZOMG Rangerzilla.</p><p></p><p>This is not a complete list, but a lot to think about:</p><p></p><ul> <li data-xf-list-type="ul">Flanking partner (for you if you're melee, or your allies if you're ranged)</li> <li data-xf-list-type="ul">Defend action allows both you and your pet to defend, and get a bonus when adjacent</li> <li data-xf-list-type="ul">Move action allows you both to move</li> <li data-xf-list-type="ul">pet's attack bonus goes up 1/level. Higher chance to hit than you, with lower damage (no magic weapons) More consistent damage vs harder to hit opponents.</li> <li data-xf-list-type="ul">At epic levels there's a feat to command your pet to attack as a minor action (don't move? Command him twice and attack once yourself, even if the wording was meant to imply once, you still get one attack yourself plus your pets attack)</li> <li data-xf-list-type="ul">Hunter's quarry is easier to peg on the opponent of your choice (Especially at range for a ranged ranger)</li> <li data-xf-list-type="ul">Pet can make opportunity attacks that you otherwise couldn't (Especially ranged rangers)</li> <li data-xf-list-type="ul">Melee rangers can get a <strong>+ 2 mod damage attack<br /> [*]When you go down your pet defends you.<br /> [*]Pets can scout for you<br /> [*]Pet feats allow cool things and bonuses you couldn't get without them.<br /> [*]powers you choose that use them, while situational can be quite strong or useful.<br /> [*]A meat shield that has quite a bit of hitpoints. Essentially the equivalent of 6 extra healing surges per day (2 surges from the pet itself, and 4 'effective' surges from hp from max hit points of the pet that your character otherwise wouldn't have as a resource to soak up damage before dying. Note also that you can use your healing surges to heal your pet as if it had spent them as a minor action while adjacent to it)</strong></li> </ul><p><strong></strong></p><p><strong></strong></p><p><strong>There are a few things there that net extra offense and damage (flanking and opportunity attacks i think are the biggest ones)</strong></p><p><strong>There are a few things in there that net more survivability of the character (extra hp source i think is the biggest one)</strong></p><p><strong>There are a few utility things in there. (scouting can be amazing depending on which companion you choose)</strong></p><p><strong></strong></p><p><strong>I can understand thematically, where you might think "well I didn't order my companion to attack the last three rounds, and no one provoked an opportunity attack that I could command it to take one, my companion isn't very much of a threat, now is it?" but that's a choice you could change by dedicating an action every once and a while to order it to attack rather than ignoring it. It's still having quite an effect whether or not it's getting to attack every round.</strong></p></blockquote><p></p>
[QUOTE="Sphyre, post: 4554402, member: 55424"] There are many advantages, but not so many that it makes them overpowered. None of them are overt - which is the key to making them not ZOMG Rangerzilla. This is not a complete list, but a lot to think about: [list][*]Flanking partner (for you if you're melee, or your allies if you're ranged) [*]Defend action allows both you and your pet to defend, and get a bonus when adjacent [*]Move action allows you both to move [*]pet's attack bonus goes up 1/level. Higher chance to hit than you, with lower damage (no magic weapons) More consistent damage vs harder to hit opponents. [*]At epic levels there's a feat to command your pet to attack as a minor action (don't move? Command him twice and attack once yourself, even if the wording was meant to imply once, you still get one attack yourself plus your pets attack) [*]Hunter's quarry is easier to peg on the opponent of your choice (Especially at range for a ranged ranger) [*]Pet can make opportunity attacks that you otherwise couldn't (Especially ranged rangers) [*]Melee rangers can get a [B]+ 2 mod damage attack [*]When you go down your pet defends you. [*]Pets can scout for you [*]Pet feats allow cool things and bonuses you couldn't get without them. [*]powers you choose that use them, while situational can be quite strong or useful. [*]A meat shield that has quite a bit of hitpoints. Essentially the equivalent of 6 extra healing surges per day (2 surges from the pet itself, and 4 'effective' surges from hp from max hit points of the pet that your character otherwise wouldn't have as a resource to soak up damage before dying. Note also that you can use your healing surges to heal your pet as if it had spent them as a minor action while adjacent to it)[/B][/list][B] There are a few things there that net extra offense and damage (flanking and opportunity attacks i think are the biggest ones) There are a few things in there that net more survivability of the character (extra hp source i think is the biggest one) There are a few utility things in there. (scouting can be amazing depending on which companion you choose) I can understand thematically, where you might think "well I didn't order my companion to attack the last three rounds, and no one provoked an opportunity attack that I could command it to take one, my companion isn't very much of a threat, now is it?" but that's a choice you could change by dedicating an action every once and a while to order it to attack rather than ignoring it. It's still having quite an effect whether or not it's getting to attack every round.[/b] [/QUOTE]
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