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Beastmaster Help

Joined
Jun 29, 2011
Location
Kansas, USA
I really want to become a Beastmaster. I mean REALY (those of you that actually listen to me know that I drone on about my love of wolves sometimes). But I was confused about the Wiki and need help understanding this. When you cast "Wolf", does it summon wolves that you have already tamed, or wolves that are wild, but you have to tame.

Thanks for listening!
 

Demonxman

Obsidian
Joined
Jun 29, 2011
ok. as a future beastmaster myself I would like that to be a bit more clarified because I'm a bit slow...

so as I understand you get (# of wolves) that are spawned under your control without you having to find wolves and tame them, leave them somewhere then in the thick of battle summon them to your side to uberly fuck someones day up?

ok, after actually reading over the response from the mod I found that I was right and this post is useless and only makes me look stupid :rolleyes:
 

Doreagarde

Legacy Supporter 5
Joined
Jan 21, 2011
Location
Canada
Wolves follow you around, so you don't have to "resummon" them. You'd do well asking for more details from some Beastmasters in-game. Use /hero who beastmaster to see the names of Beastmasters that are online.
 

R3xz

Glowstone
Joined
Jun 10, 2011
More wolves are summoned the more lvl you have.

At lvl 45, you will summon a maximum of 9 wolves. That's from my understanding. All the wolves will be twice as strong as a normal tamed or wild wolves, they will have 10 hearts instead of 5 and they deal twice as much as damage. That is how it should be implemented but the double damage and heart might not work right now, also the summoning cap is not fixed yet so you can have like 20 wolves if you wanted to tame that much.
 

Alator

Ancient Soul
Moderator
Legacy Supporter 7
Remastered Tier 2 Supporter
Joined
Jan 17, 2011
Hey I put up skills on the beastmaster wiki that I found to be deleted. Those may have been skills that aren't released yet but I do appreciate knowing why they were simply deleted.

http://www.herocraftonline.com/wiki...ter&action=historysubmit&diff=2110&oldid=2090

@Alator

They were skills that came as part of MyWolf, the plugin the coders modified for their use. However, these skills have no functionality, and have recently been removed from the /skills list for Beastmasters.
 

gabizou

Sage of World Making
Architect
Legacy Supporter 7
Joined
Jan 16, 2011
so the coders just took out the abilities for future use all together?
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
They were skills that came as part of MyWolf, the plugin the coders modified for their use. However, these skills have no functionality, and have recently been removed from the /skills list for Beastmasters.
Correct - we're looking at adding in a few more melee abilities for the Beastmaster
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
Correct - we're looking at adding in a few more melee abilities for the Beastmaster

I just really hope they keep the bow. Because the ranger gets the Axe of doom at the same HP per hit as the Beastmaster, but they get cool bow skills. We should get cool melee skills, but keep the bow.

Right now with assblade and poisonarrow, we are even. Yet they have firearrow. So, I want a fire axe :p

I like the way that works out between the two classes. However we need more skills to catch up to the Rangers!
 

jason8261

Legacy Supporter 5
Joined
Jan 19, 2011
Yea, Hope they keep the bow. Cuz right now Rangers will pwn all our wolves and yourself . :p

Oh how much damage do we do with the bow?
 
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