Just going to bring this one back to the forefront since we are getting taming next week. We also now have a VERY nice tool to illustrate my point now though.
Say I want to be a tamer/archer. Lets look at this skillmap:
Just a quick dirty build with the essential movements, all the archery skills, and all the combat relevent pet skills (Notice animal taming and creature care are not among them). If I was more serious about this build I'd refine it more but already:
I wasn't able to max anatomy which is an important skill for kiters.
This build has no endurance which is really useful for a kiter/archer build.
This build has no survival which would play off it's veela clade gifts nicely in making it a superb swimmer. If you don't think being good at swimming is good for a veela kiter, you clearly haven't played veela.
This build has no defensive stance which is just a generally useful skill.
And this build is really close to being melee-viable at least as a dedicated harasser. I could make it melee viable with an additional 200 points.
I could also pick up controlled riding and mounted archery with an additional 200 points.
So while I'm sure people will come in and say "You can drop____" and you surely can for some skills. There are many skills in the queue I'm going to give priority over what are essentially crafting skills.
Where is the room for taming and animal care? On my alt. That's where everyone is going to find room for taming if they are smart. It's a no-brainer choice. Combat relevant skills vs. combat irrelevant skills. That isn't a decision anyone but a hyper-casual carebear needs to consider for more than half a second.
"Well it's a good thing! There will be less tamers"
Really? Because everyone's crafting alt can now pick up taming and theivery without distracting from their crafting capabilities. Sounds like there will just be very few tamer mains, but TONS of tamers. Like if I get a 2nd account it will almost surely be a max speed Alvarin tamer/butcher/thief. Tamer, thief and movement on the action line. Butcher and zoology skills under professions.
Say I want to be a tamer/archer. Lets look at this skillmap:
Just a quick dirty build with the essential movements, all the archery skills, and all the combat relevent pet skills (Notice animal taming and creature care are not among them). If I was more serious about this build I'd refine it more but already:
I wasn't able to max anatomy which is an important skill for kiters.
This build has no endurance which is really useful for a kiter/archer build.
This build has no survival which would play off it's veela clade gifts nicely in making it a superb swimmer. If you don't think being good at swimming is good for a veela kiter, you clearly haven't played veela.
This build has no defensive stance which is just a generally useful skill.
And this build is really close to being melee-viable at least as a dedicated harasser. I could make it melee viable with an additional 200 points.
I could also pick up controlled riding and mounted archery with an additional 200 points.
So while I'm sure people will come in and say "You can drop____" and you surely can for some skills. There are many skills in the queue I'm going to give priority over what are essentially crafting skills.
Where is the room for taming and animal care? On my alt. That's where everyone is going to find room for taming if they are smart. It's a no-brainer choice. Combat relevant skills vs. combat irrelevant skills. That isn't a decision anyone but a hyper-casual carebear needs to consider for more than half a second.
"Well it's a good thing! There will be less tamers"
Really? Because everyone's crafting alt can now pick up taming and theivery without distracting from their crafting capabilities. Sounds like there will just be very few tamer mains, but TONS of tamers. Like if I get a 2nd account it will almost surely be a max speed Alvarin tamer/butcher/thief. Tamer, thief and movement on the action line. Butcher and zoology skills under professions.
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