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View Full Version : Palemaster, Summon Skeleton, Big Feature, still missing something



guardiankaiser
06-28-2013, 08:31 PM
So I'll be super quick for now, The Palemasters skeleton takes up a whole column {well 15 AP}, which is great it should be a very large feature for them, it even functions like a pet class now... almost. Summons and companions have trouble being useful already {especially later in the game}, So I'm not sure if its just a bug {there is some weird behavior with the pet tab on wizard, its there and grayed out until you summon the skeleton then it disappears} but there still is no pet tab, many of the abilities simply imply its "stronger" without a hint of how stronger, and without even a character sheet we really don't know, nor can we confirm if things are working.

But the most important part is, let the skeleton wear a collar and armor {yes it would be super ideal if it could wear any fighter main/off hand and armor, letting it dual wield, sword n board, bow, or two hand, but that's additional work that has not been done on pets yet} Without being able to gear the skeleton even if you manage to make it strong enough to relevant now, when new content is added, new epic weapons and armor, they will scale just a bit more gracefully. Also its just fun to equip your pet.

Satyriasys
06-28-2013, 08:41 PM
So I'll be super quick for now, The Palemasters skeleton takes up a whole column {well 15 AP}, which is great it should be a very large feature for them, it even functions like a pet class now... almost. Summons and companions have trouble being useful already {especially later in the game}, So I'm not sure if its just a bug {there is some weird behavior with the pet tab on wizard, its there and grayed out until you summon the skeleton then it disappears} but there still is no pet tab, many of the abilities simply imply its "stronger" without a hint of how stronger, and without even a character sheet we really don't know, nor can we confirm if things are working.

But the most important part is, let the skeleton wear a collar and armor {yes it would be super ideal if it could wear any fighter main/off hand and armor, letting it dual wield, sword n board, bow, or two hand, but that's additional work that has not been done on pets yet} Without being able to gear the skeleton even if you manage to make it strong enough to relevant now, when new content is added, new epic weapons and armor, they will scale just a bit more gracefully. Also its just fun to equip your pet.

It should get 2 equip slots. 1 handed weapon and shield would be cool.

HastyPudding
06-28-2013, 08:42 PM
If artificer/druid pets can wear collars and such, I don't see why a skeleton knight shouldn't be able to use a sword/shield. It would be a great benefit to their usefulness.

Pets, in general, are horrible in DDO. Their AI is some of the worst I've ever seen in any MMO (and I've been around the block for a while). If you're serious about pets, make them useful. Buff their stats and allow us to customize them to their fullest. I'm not saying make them a 7th party member, but at least boost their survivability and such and at least make them useful/survivable in EN/EH content.

There must be a problem when artificers and druids put away their pets once they reach epic levels unless they want a lever pulled.

Satyriasys
06-28-2013, 08:49 PM
Would love to see an enhancement tree for the skele.

Maybe a sword/board tree and a 2 handed one.