The only other lack being access to a truly world-shaking PP like Battlefield Archer. .
I am using the non-beastmaster powers as inspiration/balance points for these so that is rather the exactly the goal (if you would have taken a twin-striker ranger power instead you now take one of these).
Do you have an example build it might inspire me... about which build components need a beastmaster analog![]()
Reminder to self investigate making a War Beast PP
Yeah, there is that Griffin Rider one, I forget the exact name, but it was PRETTY good. Still not in the same league with BA (then again, plenty of perfectly solid PPs aren't in the same league with BA...).
There is a number of beastmaster powers in which the beast functions "as a weapon", yet to me they seem mostly subpar, if not terrible, mainly due to scaling issues (and the miserable to-hit of most beasts in low heroics). I was thinking more along the lines of a pure (or mostly pure) numbers fix to make those powers more attractive. They needn't necessarily keep up with Twin Strike in the long run, but I'd like to fix them in a way as to not have them be traps.The only real issue is really mostly a matter of appearances
There is a number of beastmaster powers in which the beast functions "as a weapon", yet to me they seem mostly subpar, if not terrible, mainly due to scaling issues (and the miserable to-hit of most beasts in low heroics). I was thinking more along the lines of a pure (or mostly pure) numbers fix to make those powers more attractive. They needn't necessarily keep up with Twin Strike in the long run, but I'd like to fix them in a way as to not have them be traps.
Does that sound sensible?
There is a number of beastmaster powers in which the beast functions "as a weapon", yet to me they seem mostly subpar, if not terrible, mainly due to scaling issues (and the miserable to-hit of most beasts in low heroics). I was thinking more along the lines of a pure (or mostly pure) numbers fix to make those powers more attractive. They needn't necessarily keep up with Twin Strike in the long run, but I'd like to fix them in a way as to not have them be traps.
Does that sound sensible?
some intriguing wild stuff in there... The beast within is pretty mythicTotemic Link: (Requires: Beast Mastery feature)
Your Beast can link with a Totem. After a 1 hour Ritual, the Totem disappears and the Beast is now considered to be wielding it. When linked to your Totem, damage and your Beast's attack bonus gains an enhancement bonus to from the Totem, and the Totem's other properties apply to all Beast keyword powers and attacks.
Feed the Beast: (Requires: Beast Mastery feature)
Whenever you deal HQ damage to a creature, your Beast both gains that amount of temporary HP and a power bonus to its first damage roll on its next turn equal to your HQ damage. The damage bonus is lost if the Beast loses all its Temporary HP.
Life Link: (Requires: Beast Mastery feature, 21st level)
Whenever you deal damage, your Beast gains 1/2 that amount in Temporary HP. Whenever your Beast deals damage, you gain 1/2 the damage in Temporary HP.
Beast Strike + Ranger Attack 1
At-Will + Beast, Martial
Standard Action + Melee beast 1
Effect: Both you and your beast move their speed. Then you both make a Basic Attack. If you attack the same target, neither you nor your beast adds its attribute bonus to damage, but you gain combat advantage on your attack.
The Beast Within + Ranger Utility 2
Daily + Beast, Primal
Standard Action
Effect: You become a copy of your beast until the end of the encounter. Both Beasts act under your control independently. The first time that either Beast is reduced to 0 HP in this encounter you replace that beast with your current HP.
Feral Swipe + Ranger Attack 1
Encounter + Beast, Martial
Minor Action + Melee Beast 1
Effect: Your beast make a Basic Attack. If it hits, the creature is marked by your Beast.
Unexpected Bite + Ranger Attack 3
Encounter + Beast, Martial
Opportunity Action + Melee Beast 1
Trigger: A creature adjacent to your beast shifts, moves, or makes an attack that doesn't include the beast.
Effect: Make a basic attack on the triggering creature. If it hits, any triggering attack suffers a -5 penalty, and the creature is immobalized until the end of the current turn.
Finish the Hunt + Ranger Attack 1
Daily + Beast, Martial
Standard Action
Effect: Your beast moves its speed and makes a basic attack. If the creature is reduced to 20 HP or less by this attack, the creature is instead killed. This power is not expended if it doesn't kill the creature.
Reign of Claws + Ranger Attack 5
Daily + Beast, Primal, Stance
Minor Action
Effect: Your Beast enters the Reign of Claws stance until the end of the encounter. While it is in that stance, creatures beginning their turn next to the Beast take damage, and the Beast gains an equal number of temporary HP.
Challenging Roar + Ranger Attack 7
Encounter + Beast, Primal
Standard Action + Close Blast 5 (from Beast)
Attack: Beast's attack bonus vs Will
Hit: Pull 5 towards Beast, and the creature takes if it ends the pull adjacent to the Beast.
Bring it Down + Ranger Attack 9
Daily + Beast, Primal
Standard Action + Melee beast 1
Effect: You designate a creature adjacent to your Beast to Bring Down. Until the end of the encounter, the first time each turn that creature is hit by an attack, your Beast may make an Opportunity Attack on that creature.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.