So is CH going back to the pre-CU too?
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Peleliu
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I cant seem to make the pic big enough to read.
Vaarus
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Chrakov
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A few suggestions I've been meaning to post:
1. If it's possible, make it so the cooldown on pet stimpacks don't overlap with the cooldown on regular stimpacks. For example: Right now when I heal my pet with a normal stimpack it only takes 5 seconds until I can heal my pet again; however, when I use a pet stimpack I am unable to use another stimpack whether it's a normal stimpack or a pet stimpack for 20-23 seconds. The pet stimpack can keep its 20~ second cooldown (or maybe drop to 15 seconds) mainly because of the fact that it can heal mind, but I'd really like to see it not get in the way of using normal stims.
2. Increased range on pet's ranged attacks. From what I've tested, the max range on a pet's ranged attack is around 30-32m, This is still close enough to be within range of some higher level enemies with area attacks (Such as the Giant Dune Kimogila's plague strike which can absolutely destroy a pet and nearly black out their entire HAM making them useless against such enemies).The range doesn't have to be super far like 64m or anything like that, but having their maximum range being bumped up to 40-50m would be really nice and help promote more variety in pet usage.
3. Maximum pet level increased. Speaks for itself. Maybe a bump up to being able to use level 80-85 pets?
4. Maximum stored pets increased. Right now I believe the maximum amount of pets you can have is 22, which is actually difficult to maintain if you're the type that enjoys collecting the rare creatures all while still having pets you like to keep just for their appearance or sentimental value--it can even get to a point where you no longer have enough room just to train someone else's pet or turn them into a mount, which leads you to having to decide on a pet to release just for that one free spot which can be really difficult to do. A bump up from 22 to 28-30 stored pets would be nice.
1. If it's possible, make it so the cooldown on pet stimpacks don't overlap with the cooldown on regular stimpacks. For example: Right now when I heal my pet with a normal stimpack it only takes 5 seconds until I can heal my pet again; however, when I use a pet stimpack I am unable to use another stimpack whether it's a normal stimpack or a pet stimpack for 20-23 seconds. The pet stimpack can keep its 20~ second cooldown (or maybe drop to 15 seconds) mainly because of the fact that it can heal mind, but I'd really like to see it not get in the way of using normal stims.
2. Increased range on pet's ranged attacks. From what I've tested, the max range on a pet's ranged attack is around 30-32m, This is still close enough to be within range of some higher level enemies with area attacks (Such as the Giant Dune Kimogila's plague strike which can absolutely destroy a pet and nearly black out their entire HAM making them useless against such enemies).The range doesn't have to be super far like 64m or anything like that, but having their maximum range being bumped up to 40-50m would be really nice and help promote more variety in pet usage.
3. Maximum pet level increased. Speaks for itself. Maybe a bump up to being able to use level 80-85 pets?
4. Maximum stored pets increased. Right now I believe the maximum amount of pets you can have is 22, which is actually difficult to maintain if you're the type that enjoys collecting the rare creatures all while still having pets you like to keep just for their appearance or sentimental value--it can even get to a point where you no longer have enough room just to train someone else's pet or turn them into a mount, which leads you to having to decide on a pet to release just for that one free spot which can be really difficult to do. A bump up from 22 to 28-30 stored pets would be nice.
Chrakov - Master Creature Handler/Swordsman
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chrskas32001
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Some good ideas posted here.
1. The one thing I would like to see is an increase in the amount of creatures that spawn babies.
1. The one thing I would like to see is an increase in the amount of creatures that spawn babies.
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Chrakov
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Another idea I recently thought of involving the CH pet buff skills Embolden Pets, and a somewhat small idea for Enrage Pets.
Right now Embolden pets increases your pet's HAM (and secondary stats as well I believe) by 15%; however, this buff only lasts for 60 seconds while the skill itself has a 5 minute cooldown. Perhaps we could raise the buff's duration to 5 minutes as well. In addition to this; to add more depth to the skill (if this would be doable) make it so once Embolden Pets is activated, the pet's HAM is healed by 20%, and all debuffs (dizzy, poison, bleeding, disease, etc) are cured. This way, the creature handler can choose to either use the skill as a buff to let the pet tank longer, or save it for when their pet is in a pinch and use it as a last resort to keep them going.
As for Enrage Pets, I haven't thought too much into it, but I've read it increases your pet's min and max damage by 75, maybe we could raise this to 150 and turn it into the pet's taunt skill instead of making pet taunt a new skill entirely.
Right now Embolden pets increases your pet's HAM (and secondary stats as well I believe) by 15%; however, this buff only lasts for 60 seconds while the skill itself has a 5 minute cooldown. Perhaps we could raise the buff's duration to 5 minutes as well. In addition to this; to add more depth to the skill (if this would be doable) make it so once Embolden Pets is activated, the pet's HAM is healed by 20%, and all debuffs (dizzy, poison, bleeding, disease, etc) are cured. This way, the creature handler can choose to either use the skill as a buff to let the pet tank longer, or save it for when their pet is in a pinch and use it as a last resort to keep them going.
As for Enrage Pets, I haven't thought too much into it, but I've read it increases your pet's min and max damage by 75, maybe we could raise this to 150 and turn it into the pet's taunt skill instead of making pet taunt a new skill entirely.
Chrakov - Master Creature Handler/Swordsman
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QuorTek
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Most important thing though that is needed for CH as well.
1. To be able to call pets instantly, not having to wait 15 seconds like when calling a vehicle.
2. Be able to summon pets during combat. ( If I remember right you can still store them in combat haven't played my CH since the EMU nerf(s) )
Reason, it is technically the professions bread and butter being able to control pets and they should not be handled as general swoops or whichever... you can switch weapon through combat for an instance.
1. To be able to call pets instantly, not having to wait 15 seconds like when calling a vehicle.
2. Be able to summon pets during combat. ( If I remember right you can still store them in combat haven't played my CH since the EMU nerf(s) )
Reason, it is technically the professions bread and butter being able to control pets and they should not be handled as general swoops or whichever... you can switch weapon through combat for an instance.
QuorTek - Master Creature Handler/Rifleman/Scout
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
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saboteur
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Is there way to store pets at a player's house? I'm excited to start my pokemon trainer and im hoping some of these changes show up on the server. Can you use droid's data storage to keep more pets?
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dobepincher
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I know this is an old thread, but I have recently started playing again and working on MCH. I have noticed that pets seem to hold agro, however I'm low level rifleman so I may not be generating more threat than my pets. I have also noticed that ranged attacks from pets appear to be working. The changes I would like to see is:
Pets having better armor
3 CL70 pets out as master would be awesome.
a way to give commands to your pet without spamming in spatial(I seem to recall on live that there was a /tellpet command, I may be remembering wrong)
with these changes, I think that CH may be viable in PVE and also PVP. I also like the suggestion that Master Ranger somehow enhances CH.
Edit: Guess it's not that old. I didn't realize there was a second page before I posted.
Pets having better armor
3 CL70 pets out as master would be awesome.
a way to give commands to your pet without spamming in spatial(I seem to recall on live that there was a /tellpet command, I may be remembering wrong)
with these changes, I think that CH may be viable in PVE and also PVP. I also like the suggestion that Master Ranger somehow enhances CH.
Edit: Guess it's not that old. I didn't realize there was a second page before I posted.
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Chrakov
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Typing /tellpet (command) does work; however, 1 letter commands don't seem to work. So if your pet's attack command is "a" it won't do anything (from my experience at least), but using something like "attack" will work; so will "s1" and "s2" for the pet's respective special attacks. What I like to do is make a macro for pet attack, pet special 1, and pet special 2. In the macro, all you have to put in it is /tellpet (the command you want) then choose the icon you want for it and assign it to your hotkeys. Makes it much easier than having to type out the command each time.dobepincher wrote: a way to give commands to your pet without spamming in spatial(I seem to recall on live that there was a /tellpet command, I may be remembering wrong)
Chrakov - Master Creature Handler/Swordsman
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dobepincher
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One other thing that I remember, not sure how hard it would be to implement. I think it was after the CU, as a master CH you could learn your pets special attacks and then teach that attack to another one of your pets. That would be awesome if you could implement that here.
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QuorTek
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Another thing could be just to merge Ranger and CH into one profession, then at least the CH will be more usefull with the tracking and creature gathering bonus.
I guess the same could be done with squadleader, merge SL with commando...
I guess the same could be done with squadleader, merge SL with commando...
QuorTek - Master Creature Handler/Rifleman/Scout
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
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zlurker
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So is there anything in that new SWG emu thing for CH? Also after playing here and a month as a tamer on the official servers I have to say the decision to put BE and CH into one class was kind of a good idea since it meant you didn't have to rely on BEs who don't exist due to no one wanting to play one. :<
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lassic
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I know 4 BE's. They are out there. If you are looking for custom craft pets, maybe put a post in trade forums, do a vendor search in the game (deeds or pet deeds), or look in the vendor list.
Artis-MRanger/MSwordsman
Lascic-MCM/MPistols
PanzerMkIV-Dark Jedi Knight
Merchantof Venice- MArchitect/MMerchant
Guild Leader of The Journeymen
Dropoff vendor--Sockeye Dropoff -21 3766, Bedrock, Tatooine (NW of Mos Entha)
Lascic-MCM/MPistols
PanzerMkIV-Dark Jedi Knight
Merchantof Venice- MArchitect/MMerchant
Guild Leader of The Journeymen
Dropoff vendor--Sockeye Dropoff -21 3766, Bedrock, Tatooine (NW of Mos Entha)
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zlurker
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My point is that you shouldn't need two separate people just to make your own creatures not suck. Especially when one of those classes is so unpopular there are all of 4 of them in the game. :<
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Koven
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Sorry, but you may want to research (or even ask around) what classes actually depend on Bio-Engineers in pre-cu. I'm willing to bet that there are actually more active BEs than CHs.zlurker wrote:My point is that you shouldn't need two separate people just to make your own creatures not suck. Especially when one of those classes is so unpopular there are all of 4 of them in the game. :<
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QuorTek
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BE's has more purposes than just making pets, and many if not most of the BE's do not even bother to make them as they are working on other stuff... probably fewer MCHs than BEs playing.zlurker wrote:My point is that you shouldn't need two separate people just to make your own creatures not suck. Especially when one of those classes is so unpopular there are all of 4 of them in the game. :<
QuorTek - Master Creature Handler/Rifleman/Scout
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
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Chrakov
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Another addition I'd like to see is Kimogila lairs having a chance to spawn a baby Kimogila. Currently, the Kimogilas attained by Bio-engineers aren't exactly the most useful; which really is a shame considering how they're one of the coolest and most intimidating pets as far as appearance goes. These could be a new rare pet to hunt for, maybe somewhere along the lines of Bull Rancor baby rarity, but slightly more common because you can only find Kimogila nests in the wild as opposed to Bull Rancors where you can find them in the wilderness and from missions.
These could also become the alpha tank pet in a way, kinda like how Bull Rancors are currently the alpha offensive pet. Lower the Kimogila's difficulty level to 70, (or higher to whatever the max pet level is if it ever gets changed), keep their medium armor, buff their resists a bit to be somewhere around, or somewhat better than the Bull Rancor's (because let's be honest, a normal Kimogila is a joke at the moment and can sometimes be killed faster than a Bull Rancor if you have the right weapon), and have the pet Kimogila's HAM range anywhere from 17k to 20k, maybe give Kimogilas a poison special attack as well, or make them the first pet to have the area combo special attack (or whatever the name of the special attack is that does both dizzy and knockdown as an AoE.) This would add more taming variety for Creature Handlers, as well as give more incentive to go to Lok.
These could also become the alpha tank pet in a way, kinda like how Bull Rancors are currently the alpha offensive pet. Lower the Kimogila's difficulty level to 70, (or higher to whatever the max pet level is if it ever gets changed), keep their medium armor, buff their resists a bit to be somewhere around, or somewhat better than the Bull Rancor's (because let's be honest, a normal Kimogila is a joke at the moment and can sometimes be killed faster than a Bull Rancor if you have the right weapon), and have the pet Kimogila's HAM range anywhere from 17k to 20k, maybe give Kimogilas a poison special attack as well, or make them the first pet to have the area combo special attack (or whatever the name of the special attack is that does both dizzy and knockdown as an AoE.) This would add more taming variety for Creature Handlers, as well as give more incentive to go to Lok.
Chrakov - Master Creature Handler/Swordsman
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QuorTek
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Problem with Kimogilas though... the size... would not mind one though, but they are as big as a 2 floor house which would not make them as useable in tight places because you can't see what the hell is going on as being squeezed up against the wall.
QuorTek - Master Creature Handler/Rifleman/Scout
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
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Xiphos
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Not to be a nag about it, as I've asked before, but if someone wants to take the cu pa by the horns (shut up, you're a nerd too!), represent the CH community, and keep up a list in the suggestions thread that outlines CH suggestions specifically, we can examine how to optimize the class. Ideally it would sit at something of a median between the state of CH at SOE launch and its current iteration.
Specifics and priorities in the list are appreciated. It's important to consolidate to one place so that we aren't trying to search through different threads or even pages of the same thread.
Also, this hypothetical list would still just be a suggestion, not a promise of any type outside a desire to address some CH issues in the future.
Specifics and priorities in the list are appreciated. It's important to consolidate to one place so that we aren't trying to search through different threads or even pages of the same thread.
Also, this hypothetical list would still just be a suggestion, not a promise of any type outside a desire to address some CH issues in the future.
Xiphos
Retired Staff Member of SWG Awakening
My posts do not reflect the current views or opinions of the Awakening staff team.
Rules & Policies | ToS | How to Connect | Awakening Discord | Events
Retired Staff Member of SWG Awakening
My posts do not reflect the current views or opinions of the Awakening staff team.
Rules & Policies | ToS | How to Connect | Awakening Discord | Events
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lassic
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As I am totally new at the CH game, and am taking most of my knowledge from a couple of good players, I am hesitant to venture an opinion. However, I have been playing the game since day 2 of live and for years in the EMU servers, I think I have a general enough base of knowledge to talk in a broad sense of my experience with CH from a meta game perspective.
1) A CH is a combat class, and should compete as a viable alternative to carrying a weapon. If I have a pet rancor or a kimogila, my missions per hour should be comparable to that of any other combat class. Especially if it is a BE pet where we are talking genetic engineering to an amazing level. i.e. Ranger/MCH should work. CM/CH should work.
2) CH SEAs should work. If there is an associated skill in the tree to be modified, it should work. Additional pets is one that comes to mind as reported as not working.
3) This, I think relates to number one, and that the number of pets out should be limited to three. However, their level of each should be the limitation, not the limit of their total pet level. I am sure that we could play with the amount of damage done, taken etc.. to balance it to compete without outstripping the dps classes.
I am sure there are more specific items to be addressed, but this is a start.
1) A CH is a combat class, and should compete as a viable alternative to carrying a weapon. If I have a pet rancor or a kimogila, my missions per hour should be comparable to that of any other combat class. Especially if it is a BE pet where we are talking genetic engineering to an amazing level. i.e. Ranger/MCH should work. CM/CH should work.
2) CH SEAs should work. If there is an associated skill in the tree to be modified, it should work. Additional pets is one that comes to mind as reported as not working.
3) This, I think relates to number one, and that the number of pets out should be limited to three. However, their level of each should be the limitation, not the limit of their total pet level. I am sure that we could play with the amount of damage done, taken etc.. to balance it to compete without outstripping the dps classes.
I am sure there are more specific items to be addressed, but this is a start.
Artis-MRanger/MSwordsman
Lascic-MCM/MPistols
PanzerMkIV-Dark Jedi Knight
Merchantof Venice- MArchitect/MMerchant
Guild Leader of The Journeymen
Dropoff vendor--Sockeye Dropoff -21 3766, Bedrock, Tatooine (NW of Mos Entha)
Lascic-MCM/MPistols
PanzerMkIV-Dark Jedi Knight
Merchantof Venice- MArchitect/MMerchant
Guild Leader of The Journeymen
Dropoff vendor--Sockeye Dropoff -21 3766, Bedrock, Tatooine (NW of Mos Entha)
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Chrakov
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While Kimogilas are pretty large, there's still a good amount of places they'd be helpful in the wilderness such as Krayts, Nightsisters, Black sun npcs, Gorax, they'd maybe even make great distractions in PvP. The tight places thing I can understand, even though Rancors are still sometimes used in them. Maybe we could have the other hard to find pets buffed as well (Great Plains Stalkers, Frenzied Grauls, Malignant Squills, etc), to add more variety in pet usage, so if you were out in the wilderness against a larger threat that hits hard, your go to pet would be the Kimogila or Bull Rancor, if you were up against smaller npcs in a small cave such as the Geo lab or Death Watch bunker, your go to pet would be the smaller hard to find pets such as the Great Plains Stalkers and Malignant Squills. Having more pet variety/utility and having multiple pets that handle each situation better than the others would be great for the profession.QuorTek wrote:Problem with Kimogilas though... the size... would not mind one though, but they are as big as a 2 floor house which would not make them as useable in tight places because you can't see what the hell is going on as being squeezed up against the wall.
Edit: Also, we probably should make a new thread under the CH forum to discuss what would be the top priorities in changes for CH as a community, compile a top 10 most wanted changes, then finally make a post to the suggestions forum listing these most wanted changes as Xiphos requested.
Chrakov - Master Creature Handler/Swordsman
