quoting myself from another thread. this topic matches better anyways. All the abilities would be 'reskins' of each other, because having range/duration/cd/autocast differences rubs me the wrong way when it ends up with some being strictly better than others.
Xota wrote:This is a sample of how the abilities could be distributed. The two abilities for exotics are hopefully set up so that they won't be overpowering, more usable in different circumstances. So if a player likes a non-exotic better, they won't feel penalized for taking the non-exotic instead of the exotic.
I tried to match abilities with current or former abilities, or at least the names. I can see how time consuming assigning pet abilities would be, I didn't even have to do the hard part (coding).
* indicates exotic.
normal combat abilities:
dodge 30% for 10 sec, 1 min cd
bat (sonic focus), fox (agile reflexes), monkey (primal agility), water strider* (skitter), tallstrider (dust cloud), mana saber* (displacement)
shield (-50% damage taken, 12 sec, 1 min cd):
beetle (harden carapace), clefthoof* (thick hide), shale spider* (solid shell), turtle (shell shield), quilen* (stone armor), bear (thick hide)
Mortal wound:
carrion bird (infected slash), devilsaur* (monstrous bite), hyena infected bite, raptor savage rend, riverbeast gruesome bite, scorpid deadly sting
timewarp
corehound* ancient hysteria, nether ray nether winds, rylak* savage vigor, wolf call of the pack
battle rez:
crane gift of chi-ji, moth dust of life, quilen* eternal guardian
heal
spirit beast* spirit mend, sporebat energizing spores, Ox fortitude, gorilla some gorilladin pun (word of gorilla, lay on paws, ...)
cc:
hamstring, melee range, high uptime:
Basilisk petrifying gaze, Chimaera* frost breath, crocolisk ankle crack,
dog lock jaw, ravager ravage
knockdown, brief stun
clefthoof* horn slam, goat headbutt, mechanical taze, wasp sting, direhorn Trihorn charge
root (ranged root, low uptime):
silithid* web spray, spider web spray, shale spider* earth grasp (warrior's charge root visual), serpent poison spit, worm* acid spit
aoe:
breath cone:
chimaera* froststorm breath, dragonhawk fire breath
invulnerable stationary aoe
worm* burrowing attack, wind serpent lightning cyclone
thorns (reflects X damage to melee attacks, 10 sec, 1 min CD)
corehound* molten hide, porcupine defensive quills, boar razor back
non-combat:
prowl:
cat prowl, spirit beast* spirit walk, warp stalker stalk
sea floor running (like silversnap swim tonic):
Crab crab walk, hydra lurker in the deep
focus/health regen (1 min CD, requires corpse. increases size 10% for 65 sec, stacking to 5)
devilsaur* feast, scalehide devour
slowfall (30 sec)
rylak* updraft, bird of prey birds of a feather
(near) instant mount -
stag fight or flight response, silithid* hive mind
water walk
water strider* - surface trot
innervate - out of combat, gives X% main resource to target.
Mana saber - innervate
Also, at 7.1 or whenever, there could be engineering recipes, to make modules to replace mechanicals' ability with another pet ability from the list. Like "high-strung springs" for dodge, or "net shooter" for the root.