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Posted

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
Posted

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.

Posted

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.

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  • Thumbs Up 1
Posted

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.

Posted

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.

  • Like 2
Posted (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 by Zephoma
  • Like 1
  • Developer
Posted
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.

image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted
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.

  • Developer
Posted
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!)

image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted (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.

 

image.thumb.png.4a49c0ab0270ac378fa0d069cd7898b9.png

Edited by WindDemon21
Posted
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.

 

image.png.5023592daff674acf62994a0f618a9ee.png

Posted

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.

 

image.png.8008fb3a509c738fb0c3205e285957d5.png

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