Additional comments:
- Try to avoid hybridizing familiars.
If you're a healer, all you do is heal.
If you buff a gathering skill, that's all you do. No combat.
If you fight, no bizarre secondary abilities for skilling. Your special moves only do something in combat.
- Augmented familiars
I've got no issue with Invention modifying a few familiars. But there would need to be limits.
Between Level 100-110, and 111-120, you'd only have 1 augmented familiar of a certain type.
So you could see a:
100ish Augmented Range Familiar and a 110ish Augmented Range Familiar. Same with Melee and magic.
100ish Augmented BoB and 110ish Augmented BoB
Same for healers and skillers (likely a hybrid boosting skiller)
This would minimize the number to do it for, rather than trying to have 50-100 familiars to boost.
For added giggles, have it be familiars that are already below level 30 or 50. This way, those pouches would have use again (ie: Augmented Dreadfowl that gives a better boost to Farming or for Magic Combat)
10-Feb-2019 22:16:23