Quiv wrote:Wowhead suggested they may have locked pets to spec so moth/crane/quillen can't have both Bloodlust (from Ferocity) and Battle Rez (from the family ability). I have looked through the abilities and don't see any other combinations that struck me as "unfair." I don't see why those two are particularly powerful together, but I suppose putting them on one family/spec could make them mandatory in certain situations and no one wants that. No player class has those two naturally.
This leads me to believe the problem isn't with family abilities and pet specs. The problem is this design direction of tying big abilities (mainly Bloodlust) to a spec. so I have to wonder:
Is having powerful abilities like Bloodlust tied to spec a good idea?
Since this is the result, I say no its not. I want specs to have unique abilities and flavor, but lust is too big. This leads me to think that the big abilities like lust and rez need to be rethought. I don't think tying them to a spec (and therefore forcing pets into a spec) is a good idea. I think the pet talent idea is the better solution, even if its only one row where we choose one of the big abilities.
This would give all pets access to rez and lust, but I don't see the big deal with having a devilsaur rez you over a crane. It could be a generic ability like they did with calling Bloodlust "primal rage."
Though to be completely honest, I didn't see a big deal with tying lust and rez to specific families anyway. They were already on an exotic and non-exotic family, and we have 5 call pet slots. We can have them if needed. This part of the changes strikes me as trying to fix something that isn't necessarily broken. I'm glad families got some normal abilities back (although they are woefully boring), but the spec/big ability change was unnecessary.
If anything, give HUNTERS the heroism spell, so even marksman has it. Just callit something like aspect of the raptor.
"Incites the Aspect of the Raptor in party/raid members, increasing haste by 40% for 40 seconds." or whatnot.
xloudman wrote:I don't understand why people are so up in arms. It appears that all the specs do the same damage, so the specs are more just for separating the pets into 3 different utility sets. In pvp you still get the choice of tenacity vs burst comps, ferocity vs rot comps and cunning vs melee that you want to kite. Likewise for raiding, ferocity for when your group doesn't have a lust or there's consistent damage going out, tenacity for when there's large periods of burst damage, and cunning for when there's avoidable zones of damage you have to move out of. It's a much more interesting system than what we currently have now. The only perplexing thing is how core hounds and nether rays are both ferocity, you'd think if you wanted to give them that unique utility they'd be tenacity and cunning.
Doesn't matter. Hunters will be required to bring a Ferocity Pet for Heroism, and to always have a Moth/Crane/Quilen on them for Battle Res, and be expected to swap to it mid-fight if necessary.
Like I said, just give hunters aspects that act as heroism and possibly battle res, so that pets are not required for these (so marksman can also use them, since they're forcing lone wolf on marksman again). Aspect of the Raptor/Aspect of the Crane. "Instills the Aspect of the Crane in a party member, ressurecting them with 100% health and 20% mana. 10 Min CD."
Hunters are the only class that bring no utility to the group on alpha.