I do engage with the pet rotation yes, but I dont love or hate it. I love the effects and support it provides to the group however the actual act of summon/attack/dismiss/repeat ad nauseum is...not thrilling engagement. What I love about it is that it does make the LM think about the order of summon, which pets to use and when - all based on your group comp. So it does add a level of additional "skill" but nothing thats difficult whatsoever. My biggest beef with pets is their pathing, my god ./facepalm. When Im standing 2m from the boss, summon bear, tell it to attack (its in melee range already!!) the dang thing takes 5 janky strides sideways around some random invisible nothingness, pauses, then attacks. Its painful to watch and an annoying time waster.Pets (more than just the Keeper of Animals trait line)
Do you engage with the ‘pet rotation’? If yes, how do you feel about it? Do you like that it adds activity or raises the skill ceiling, or do you find it overwhelming or even tedious?
As stated above, yep. Different importance order in different circumstances/group comps and I do love that. Exception, on a single boss fight (between phases in HH B2 for example, or Hrimil between ads) then it does revert to a completely static rotation on repeat. That said, even with changing order importance based on comp/boss its always the same 4 pets used, raven/boggy/bear/spirit unless for some reason your comp is missing specific classes. The rest are useless in raids (RIP eagle)Do you find yourself using different pets in different circumstances? Do you feel like your pets actively contribute to your gameplay and your Lore-master fantasy? Do you have opportunities to use the pets you like, stylistically? Or do mostly find yourself locked into a few types, either statically or in a constant ‘pet rotation’ (ie: Catmint raven, boglurker, bear).
Stylistically yes I find the choices for LM pets fine as is. I suppose my only complaint is that now everyone can get cosmetic pets that look identical. Completely minor complaint, irrelevant really.
Ehh...will be interesting to see how this translates to raid boss balance but Ill reserve judgement until its implemented.Primarily, that would mean a pet summoning cooldown, which would limit your ability to use any given pet skill repeatedly (ie: bypassing the pet skill cooldowns by dismissing and resummoning the pet itself).
What I love about it is that its so dynamic. Its not an easy class to play well, and because of its massive array of skills it allows the player to think of unique solutions and more interesting gameplay than some other classes. It contributes sooooo much, and for the player that can manage all those options in the moment, is very rewarding.The Ancient Master – Support-first Lore-master
The Ancient Master line is often the de-facto primary trait setup for Lore-masters, but that doesn’t mean it is above reproach. While LMs are primarily sought after in raid groups, instances, and PvP for their support capacity, that doesn’t mean the ‘support-first’ LM has no room for improvement. For those of you who live and breathe yellow-LM, what do you like about the class and the role? What do you wish were different? Are you frustrated by the fact that your long-mez is also your interrupt skill? Does Water-lore-stacking provide you with something to steadily cycle into your skills, or does it feel like too much necessary upkeep? Do you feel like you contribute meaningfully to the group in moments where there are few/no adds to CC or manage? Do you just wish you had a Wizards Lightning skill to reapply your preferred 'Out in the Cold' or 'Playng with Fire' debuffs?
Am I frustrated with Blinding Flash, YES - but less so for the reason you mentioned. What frustrates me is the ridiculous travel time!! For an INTERRUPT skill, we have to factor in how long it takes to travel to the enemy (seriously who thought of that!?), since it wont apply the effect until after it hits. Interrupts need to be immediate, period. Its an interrupt...not a 'maybe it'll sail across my screen in time, maybe it wont!' skill.
The Water Lore question - Keeping it up is fine, Id say the animation pause interacts with lag weirdly and can feel a bit long. My gripe with it is likely just a lag gripe, 'you cannot do that while moving' meanwhile I have very clearly STOPPED moving, it adds too much time to the induction. Not really sure what I'm trying to say here lol, making WL useable on the move would just be far too OP. Its range can definitely feel a bit short, even with the extension tracery compared to Beacon which is 10m further. But its very useful regardless.
Do I contribute meaningfully when no ads....sometimes yes, sometimes no. A big help to that was the recent Beacon of Hope buff, cooldown/uptime timings are great so that's something we can use much more often. I do feel that on single-boss fights, once all my buffs are up and heals are on cooldown...my few DPS skills feel very unimpactful. However yellow LM is a support class and so Im not expecting to do mega deeps anyways, but ya sorta...meh on that. I'm sure now with people being power-starved all over the darn place, I will have more to do in those situations
Wizards Lightning skill to re-apply Out in the Cold/Playing With Fire debuffs? YES!! And to that, please add Wizards Fire back in yellow - for that exact reason. Burning Embers is cool and all but longer CD and cant use while running make it an annoyance if we're using it to refresh said buffs on multiple targets. (This doesnt apply to solo-boss fights of course, I'm thinking situations like Hrimil ad-phases here.) Especially since Wind-Lore is a Frost skill...so when we use it to refresh lores it also procs the useless buff '-Tactical Mastery Rating," which reduces mob tact mast by...wait for it....1450.
Now that those questions are answered I'll just pop in a couple last ideas.
Knowledge Of The LoreMaster has a cool debuff (if used out of combat.) However...99% of raid bosses are green-barred pre fight and do a long dialogue and then only red-bar once the fight starts and you're in combat anyways. So its effectiveness is basically nil in raids most of the time. And even if the debuff were made to apply while used in combat, the induction is too long.
Pet CDs make me nervous for the simple fact that the pets bug out so freaking often ./facepalm. Or I don't have time to wait for it to unhook itself from some invisible block on the floor to run over and apply its skill. I often get the message 'cannot command companion at this time' for no apparent reason other than its beside a pillar/partially line of sighted and just having a seizure. OR as very often happens, the pet runs into an attack and dies before its skill is fired. If this happens even once, time and pet skill wasted, RIP me. An idea for this (not my idea) would be to make the pet's skills not be applied by the pet themselves but applied by me with the requirement that the attached pet be summoned. That way it doesnt matter what your buggy pet is off doing, the LM controls when the skill activates, from themselves, so long as pet is summoned.
I dont play red all that often (moreso now in the 3-mans yay!) but I find our initial burst is huge....then Im waiting around for looong periods while all my heavy hitters are on CD. Burning embers, gust, lightning strike spam is rather...snore-fest lol.
Sign Of Power: See All Ends has to be the most useless skill an LM has...but it LOOKS the coolest! Definitely needs to be made relevant somehow.
Theres more that comes to mind but Im sure others will have it covered. As an aside I completely agree with Vuldyn's point and hope you keep that in mind. LM's don't need red and blue to be raid-viable trees. A yellow LM will ALWAYS have a raid slot, always until the end of time guaranteed. There are other classes without this luxury. I run the new 3-mans on T5 on my red LM just fine, its not necessary to make redline the new hunter dps. Buff em, sure...but not to that level.