Developer The Curator Posted Monday at 10:20 PM Developer Posted Monday at 10:20 PM Beast Mastery Fortify Pack This power no longer locks out Pack Mentality stack gain Now has a highlight ring when Pack Mentality stacks reach 10 This power now accepts ATOs Call Ravens Power can now only grant one stack of Pack Mentality Personal attacks Call Swarm, Call Hawk, Call Ravens Now grant a 30 second +3% accuracy buff to summoned beasts and the caster when used. Now grant a 30 second +32.128 Max HP buff to summoned beasts and the caster when used. Summon Dire Wolf No longer accepts Resistance enhancements or sets No longer accepts Healing enhancements or sets No longer accepts Defense enhancements Summon Lions No longer accepts Defense Enhancements or sets No longer accepts Healing enhancements or sets Summon Wolves No longer accepts Healing enhancements No longer accepts ToHit enhancements Train Beasts Now Accepts ToHit enhancements and sets No longer has a recharge time No longer grants Lick Wounds to Lioness No longer grants Growl to Alpha Wolf Now grants Ferocious Growl to Lioness Now grants Howl to Howler Wolf Now grants Howl to Alpha Wolf ToHit enhancements in this power should improve ToHit buffs in Howl of Alpha and Howler Wolves Tame Beasts Now Accepts Resistance enhancements and sets No longer has a recharge time No longer grants Howl to Howler Wolf No longer grants Howl to Alpha Wolf No longer grants Ferocious Growl to Lioness Now grants Lick Wounds to Lioness No longer grants Growl to Alpha Wolf Dire Wolf Will of the Wild now can be enhanced for resistance Healing enhancements in this power should improve Healing of Alpha Wolf and Lioness' Lick Wounds Healing enhancements in this power should improve Healing of Dire Wolf's Will of the Wild
Uun Posted Tuesday at 03:51 PM Posted Tuesday at 03:51 PM Patch notes are incorrect. Tame Beasts doesn't accept Resistance enhancements/sets, it accepts Healing enhancements/sets. There doesn't appear to be a way to enhance Dire Wolf Will of the Wild for resistance. Uuniverse
csr Posted Tuesday at 06:01 PM Posted Tuesday at 06:01 PM Due to Beasts being largely melee it can be hard to keep them in a pack; they are very quick to chase runners and flee patches. Because of this I think Fortify Pack should have its radius increased to match Supremacy; 60' instead of 30'. It would be nice if the buff was front-loaded a bit more as well. So that using it with low stacks isn't quite as wasteful. 1 1
WindDemon21 Posted Wednesday at 07:53 PM Posted Wednesday at 07:53 PM Please don't forget to allow us to enhance the beasts defense and resistances in the upgrade powers! Also as a whole, can we please get the ai fixed on pets for fear so they don't run 200ft away if they step over a burn patch for .001seconds (all pets not just MMs, and not just beasts, but ESPECIALLY beasts), they should really have fear immunity since we can't do anything with the pet ai for that, but at the very least fix it so they only run out of the patch, not 200ft away. Given how crucial some pet positioning is as well, they should have some inherent kb protection (yes some of the kb bonuses may transfer but that's also only bonuses, not the globals right? so 40% isn't a ton or 3%, maybe 6% whichis the most i've ever had in a build from set bonuses, which on that note, let globals transfer to the pets too, as well as regular inspirations not just team ones). Especially for beasts at least, since they're melee pets only, should have high knockback potection/resists/fear protection.
Uun Posted Thursday at 11:39 PM Posted Thursday at 11:39 PM I've run several missions with my Beast/Traps. First was a Council paper mission set to +4/x6. The lvl 55 foes were too strong and I had to reset to +3. Ran Sister Airlia's arc, also set to +3/x6. Henchmen are decidedly squishier than they are on live and am resummoning much more often. Ran the same arc on my Thugs/Elec at +4/x6 and it performed substantially better (on live the Beast/Traps is sturdier). Slotting Healing in Tame Beasts has a negligible effect. Using Fortify Pack frequently (almost never used on live). On 11/10/2025 at 5:20 PM, The Curator said: Summon Lions No longer accepts Defense Enhancements or sets While this was removed from the summon, it wasn't added to either of the upgrade powers. This should be corrected. Defense enhancements slotted in an upgrade power should buff all henchmen defense powers. On 11/10/2025 at 5:20 PM, The Curator said: Summon Dire Wolf No longer accepts Defense enhancements Dire Wolf never accepted Defense enhancements. On 11/10/2025 at 5:20 PM, The Curator said: Tame Beasts Now Accepts Resistance enhancements and sets Dire Wolf Will of the Wild now can be enhanced for resistance Notwithstanding the Build 2 patch notes, this is still broken and Resist Damage enhancements or sets cannot be slotted. In addition, Resist enhancements should buff all henchmen resist powers, not just Will of the Wild. 2 Uuniverse
Zephoma Posted Thursday at 11:57 PM Posted Thursday at 11:57 PM (edited) 19 minutes ago, Uun said: I've run several missions with my Beast/Traps. First was a Council paper mission set to +4/x6. The lvl 55 foes were too strong and I had to reset to +3. Ran Sister Airlia's arc, also set to +3/x6. Henchmen are decidedly squishier than they are on live and am resummoning much more often. Ran the same arc on my Thugs/Elec at +4/x6 and it performed substantially better (on live the Beast/Traps is sturdier). Slotting Healing in Tame Beasts has a negligible effect. Using Fortify Pack frequently (almost never used on live). I'm glad someone else is saying this, because the day it released on Beta I threw my Beast/Marine into +3/x8 and +4/x8 PI radios solo (against Arachnos, specifically), something I do every day on live, and was constantly retreating and re-summoning and even dying a few times, which only happens when I bite off more than I can chew on live. Issue is I'm not the best at getting into the nitty gritty of it all so I don't really know how to add to any meaningful conversation aside from just saying "This feels bad". I do use Fortify Pack on Live, and felt like it was pulling more weight than on Beta, either that or the changes are significant enough to nullify whatever it was that made me feel that way. Didn't test any other MM builds because I don't have any in the wings, this Beast/Marine MM is what got me feeling good about MM's finally. Edited Thursday at 11:58 PM by Zephoma 1
Developer Captain Powerhouse Posted yesterday at 12:03 AM Developer Posted yesterday at 12:03 AM 23 minutes ago, Uun said: While this was removed from the summon, it wasn't added to either of the upgrade powers. This should be corrected. Defense enhancements slotted in an upgrade power should buff all henchmen defense powers. Lioness summon power was accepting this but none of their powers actually took Defense enhancements, not the base powers nor the upgrades. At this point we are not making the passives enhanceable, but will be looking at it in the [hopefully not far] future.
Uun Posted yesterday at 12:35 AM Posted yesterday at 12:35 AM 25 minutes ago, Captain Powerhouse said: Lioness summon power was accepting this but none of their powers actually took Defense enhancements, not the base powers nor the upgrades. At this point we are not making the passives enhanceable, but will be looking at it in the [hopefully not far] future. If that's the case, not sure why Beast feels so much worse, especially since Thugs feels better. Can't imagine it's just the few additional Posses that spawn with Street Cred. Uuniverse
Developer Captain Powerhouse Posted yesterday at 01:41 AM Developer Posted yesterday at 01:41 AM 1 hour ago, Uun said: If that's the case, not sure why Beast feels so much worse, especially since Thugs feels better. Can't imagine it's just the few additional Posses that spawn with Street Cred. Just for sanity sake, can you look at that build live and test and compare the Lionesses defenses with no additional changes? (Also why is that power called "Summon Lions" when it summons Lionesses???... stupid patriarchy... I should fix that!)
WindDemon21 Posted yesterday at 02:35 AM Posted yesterday at 02:35 AM (edited) 2 hours ago, Captain Powerhouse said: Lioness summon power was accepting this but none of their powers actually took Defense enhancements, not the base powers nor the upgrades. At this point we are not making the passives enhanceable, but will be looking at it in the [hopefully not far] future. What about Lion's Roar? Also don't forget to fix the upgrade powers to let us enhance the beasts defense and resistances. And I would still look into them getting native fear protection from patches and kb protection being melee only pets compared to all the others. Edited yesterday at 02:38 AM by WindDemon21
Developer Captain Powerhouse Posted yesterday at 02:55 AM Developer Posted yesterday at 02:55 AM Lion's Roar does not accept defense enhancements live either https://cod.uberguy.net/html/power.html?power=mastermind_pets.lioness_2.lions_roar&at=lt_henchman As noted above, passives won't be touched this round.
WindDemon21 Posted yesterday at 03:21 AM Posted yesterday at 03:21 AM 24 minutes ago, Captain Powerhouse said: Lion's Roar does not accept defense enhancements live either https://cod.uberguy.net/html/power.html?power=mastermind_pets.lioness_2.lions_roar&at=lt_henchman As noted above, passives won't be touched this round. Gotcha, never bothered because the powers uptime is atrocious but still seems odd when most every other pet powers are enhanceable o_O
Uun Posted yesterday at 05:51 AM Posted yesterday at 05:51 AM 3 hours ago, Captain Powerhouse said: Just for sanity sake, can you look at that build live and test and compare the Lionesses defenses with no additional changes? (Also why is that power called "Summon Lions" when it summons Lionesses???... stupid patriarchy... I should fix that!) See below. I turned off my Leadership toggles and FFG. Both resistance and defense is increased on Test due to the inclusion of set bonuses. Noticed that while the T1 and T2 HP were reduced, the T3 HP were increased. I also noticed a difference in behavior with respect to Lion's Roar that doesn't show up below. Lion's Roar (6% defense) has a 15s duration and a 60s recharge. While the defense stacks from each Lioness, on Live they used it consecutively with only about 2s overlap. This resulted in a 6% defense buff for about 30s and downtime of about 30s. On Test, they used it almost at the same time with about 12s overlap. This resulted in a 6% defense buff for about 3s, a 12% defense buff for about 12s, a 6% defense buff for about 3s and downtime of about 42s. Uuniverse
Uun Posted yesterday at 04:22 PM Posted yesterday at 04:22 PM Updated for the Build 4 patch. Only change is HP (note, the numbers on Test include set bonuses). Haven't tried this out yet, but looks like it should make a meaningful difference. Uuniverse
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