Buff pets for PvE

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

Another counter to the argument:
Isn't something not used BECAUSE it sucks? There's like comparing the NU tier in pokemon to the OU, and even UU tier.

Unless there's a surprising, amazing breakthrough in build strategy in pets after over 4 years, there's a good reason pets aren't used.
The bar compression and synergy with team strategies suck.

Miss Puddles

Miss Puddles

Jungle Guide

Join Date: Jun 2005

California

Shiverpeaks Search And Rescue [Lost]

Me/

The beast mastery line has a lot of potential and can deal out a lot of damage with a good build, but it's SLOW. Attack speed needs to be addressed, as well as targeting speed and, well, the AI in general needs to be more like hero AI to be more viable.
Can you imagine your heroes' response time to commands being like a pet's?

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

Quote:
Originally Posted by Kain Fz View Post
Another counter to the argument:
Isn't something not used BECAUSE it sucks?
On the contrary a lot of things are not used because other things are better. Look at Dervishes, there is nothing wrong with them in PvE, but other classes/builds can do what they do better so Dervishes are not used.

Let's buff pets! Next week when it makes assassins and dervs less powerful and unused, lets buff those. Week after that buff sins and dervs, forcing out warriors and unbelievably elementalists. Then lets buff

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by MagmaRed View Post
Charm and Comfort are required because of balance. And yes, I know PvE throws balance out the window a lot, but I'd not like to see it done more than it already has. Having a pet means you do more damage. So hitting a target with your bow and pet will do close to double damage (depending on attributes). Now toss in skills to do more damage and the numbers can get quite large. If Charm Animal was merged with Comfort Animal, I'd like to see the pet become your weapon so that you can't wield a bow, hammer, spear, axe, sword, daggers, wand, staff, etc. if using a pet.

No, pets aren't used often, but that doesn't mean they aren't useful. Making them useful on a build that isn't designed around the pet would NOT be good for the game.
And you pay for it by having to split attributes between BM and any other attributes you may have. You also pay for it by paying a slot for each skill you use to buff the pets (and the damage done by a pet autoattacking, even with high BM is, well, not high). You pay for it by skill blackouts if the pet dies, and the fact that when that happens every skill that involves the pet that isn't the res suddenly becomes nothing. You're already paying a significantly high price before you get the additional tax of not one but two skills even before you start to think about pet attacks and shouts.

Now, minions and assassins may not be very good comparisons to make, but asura summons that give you one ally at a cost of one skill slot ant 10 energy per minute probably are.

To be fair, team builds in which everyone has a pet can be powerful - but part of that is that in such a team build you can simply have one character with Revive as the designated reviver.

Quote:
Originally Posted by BrettM
Now that would be seriously cool, especially if they added giant ferrets to the game. Go, my furry army, go! (Actually, I just want a giant ferret. Just one would be fine, instead of an army. Is that too much to ask? )
So, have you signed up for an eternal apprenticeship?

BrettM

BrettM

Desert Nomad

Join Date: Aug 2008

Fuzzy Physics Institute

E/

Quote:
Originally Posted by Kain Fz View Post
Ping or I don't believe you. Only way I can see have that much damage output is enraged lunge combined with shouts for your pets such as feral aggression.
I don't believe it, either. My own tests on Master of Damage at 16 BM with Enraged Lunge builds (two buffs, three attacks) give a *sustained* output of around 47 DPS. That's respectable, but not anywhere near 110. Also, I doubt that I'm realizing the same DPS in actual battle, where foes kite around and the pet is slow to attack.

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

14 beast will easily get it to around a constant 55DPS, of course with large packets at every enraged for the standard r/p Enraged bar we've been seeing. With multiple targets the bleeding+poison will have some more damage, but at 14 dps of that degen you would need to keep it up on 5 extra targets (which isn't exactly feasible) to keep it over 100.

trankle

trankle

Lion's Arch Merchant

Join Date: Oct 2005

BloodBath & Beyond

Rt/

With the addition of the Menagerie, I kind of expected a change to the types of pets. Currently, (with the exception of the Black Bear with Brutal Mauling), all pets are identical - same damage type, same HP, same speed, etc.

Now that I can charm any pet type, and go pick whichever kind I want while building for a mission/quest/vanquish, it seems like pets could be varied in their capabilities and stats.

For example, amongst the Prophecies pets, bears could get a bonus to armor and damage, but a penalty to movement and attack speeds. Lizards could get a bonus to attack and movement speed, but a penalty to damage and armor. Snow wolves could do cold damage. Stalkers could be the baseline pet, with no penalties or bonuses. And so on.

Plan to use your pet to defend the stairs in Eternal Grove? Bring a bear. Using a lot of physical buffs in a fast paced vanquish? Bring a lizard. Etc.

It just seems like a wasted opportunity now that swapping pets is so simple.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Quote:
Originally Posted by Arkantos View Post
Phoenix Tears....did you just suggest that a ranger can have 5-6 level 15 pets?

really?
Necromancers can have 10 Minions with Attributes of 16+ couple of attribute buffs from consumable + certain skills even more temporarely buffs to death magic for pve more creatures, that reach easily lvl 15 + not and never to forget...the necromancer has the flesh golem, which easily goes OVER lvl 20 ...


so what is so damn wrong about increasing the amount of pets for rangers for decreasing the maximums pet level AND their maximum strength/defense, so more pets you want to take with you and thus still having then lesser maximum "minions", than a necromancer ...


I don't see any balancing problems with that ...

1. the ranger would finally become through these changes a real beast master

2. decressing the max level of pets, so more u want to take with you makes pets easier to kill because of lesser maximum health due to that...

3. decreasing the strength, so more u want to take with you will work against the point that rangers won't become able to do way to much damage

4. decreasing the defense power of pets, so more you want to take with you helps again that pets will be easier to kill, thus balancing the increase of the pet amount...

5. it would allow the ranger to get some real interesting new builds for sure.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Phoenix Tears View Post
Necromancers can have 10 Minions with Attributes of 16+ couple of attribute buffs from consumable + certain skills even more temporarely buffs to death magic for pve more creatures, that reach easily lvl 15 + not and never to forget...the necromancer has the flesh golem, which easily goes OVER lvl 20 ...
Couple of points here.

- Minions require enemy corpses (unless you're playing some stupid gimmick) to be brought up excluding a few things - dead party members / pets when there are lack of corpses on enemies, and Aura of the Lich, which brings up one minion.

- Minions can't use skills.

- Minions have low health, meaning they will be lost quickly unless you're using some major protection.

- Flesh Golem is an elite skill, so you can't really compare it to a pet. In any case, it attacks incredibly slow and the only factor of it that's good is the fact it has a large amount of health and leaves a corpse behind after-death.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Quote:
Originally Posted by Tyla View Post
Couple of points here.

- Minions require enemy corpses (unless you're playing some stupid gimmick) to be brought up excluding a few things - dead party members / pets when there are lack of corpses on enemies, and Aura of the Lich, which brings up one minion.

- Minions can't use skills.

- Minions have low health, meaning they will be lost quickly unless you're using some major protection.

- Flesh Golem is an elite skill, so you can't really compare it to a pet. In any case, it attacks incredibly slow and the only factor of it that's good is the fact it has a large amount of health and leaves a corpse behind after-death.

- that minions have no skils is just not true, the necro also has skills, which interact with minions and thus can be seen as passive skills, like death nova for example

- with decreasing max level, strength + defense pets would be on par with minions, just only with the difference, that undead minions suffer from life degeneration, but thats the most simplest thing, which could be changed for balance, so that minions have no dereg then anymore, once rangers would be able to have more than 1 pet...
It would be so or so normal, that necromancer, like ritualist would receive some minor changes on their minion systems, once rangers would get more pets..it would be inevitable for balancing.

- flesh golem can be compared kind of with the ranger's dumb tame skill, that has to be in the bar, just to have pets with you..so u have to have it too with the flesh golem, but also all other minions, which is the only major difference between both classes...

necros need for every kind of minion a skill in the bar..for rangers its only 1 skill to have the pet at the side ever as long as it lives.
Some kind of gameplay design unbalance I also would like to see getting fixed.

Necros should also have to have just only 1 skill in the bar (except for elite minions) to be able to summon any kind of learned standard minion...

if you click then the skill button for summoning a standard minion..so should open up a "selection wheel" (hold a button to let it spin around) where the player selects then quick the kind of minion, you want to summon, this way the necro would become a bit more rich on facettes to play.
Same thing should be done then too with the ritualist.... click skill. wheel opens up and you can select ANY standart spirit that you have learned so far...choose one and summon...

imo the way any kind of summoner class should work in GW


however..I hear the crowd coming that yells loud : imba imba imba... XD without being able to say something, what should be changed on the original idea, so that the idea becomes in their eyes not imba, but still would be useful...

Ugh

Ugh

Krytan Explorer

Join Date: Jun 2009

R/

Quote:
Originally Posted by Phoenix Tears View Post
so what is so damn wrong about increasing the amount of pets for rangers for decreasing the maximums pet level AND their maximum strength/defense, so more pets you want to take with you and thus still having then lesser maximum "minions", than a necromancer ...
I think this is the wrong direction for Beast Mastery to go. Creating a mini army is a niche already filled by the Necromancer so this would be unnecessary. And, MMs are balanced by the fact that they need corpses to create an effective army. With this you could bring 3 Ranger heros with Charm Animal, Call of Protection, and Otyugh's Cry for an invincible meatwall of 18 pets (24 if you brought it too). Or, if you didn't bring defensive skills, you would be in blackout 24/7 because your pets would be dropping like flies.

For a buff to Beast Mastery, I think we would be better off with a fix to Pet AI and some bar compression.

It would be cool seeing multiple pets as an elite or PvE skill, though. Maybe just two max level ones with some debuffs (-25% damage and health, for example). But I'm not sure how that would work. Would they be the same type? Would they have the same name? When I use a pet attack, would they both do it? etc.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Phoenix Tears View Post
- that minions have no skils is just not true, the necro also has skills, which interact with minions and thus can be seen as passive skills, like death nova for example
Death Nova can also be used on pets and party members and is only "passive" on heroes.

Quote:
- with decreasing max level, strength + defense pets would be on par with minions, just only with the difference, that undead minions suffer from life degeneration, but thats the most simplest thing, which could be changed for balance, so that minions have no dereg then anymore, once rangers would be able to have more than 1 pet...
It would be so or so normal, that necromancer, like ritualist would receive some minor changes on their minion systems, once rangers would get more pets..it would be inevitable for balancing.
The degeneration is nothing. If you're really bothered about it bring Blood of the Master.

Quote:
- flesh golem can be compared kind of with the ranger's dumb tame skill, that has to be in the bar, just to have pets with you..so u have to have it too with the flesh golem, but also all other minions, which is the only major difference between both classes...
Yes, except it attacks slower, can't be used as effectively as a pet at all and takes up an elite slot.

Quote:
Stuff about buffing Necromancers and Minion Masters
No.

Quote:
however..I hear the crowd coming that yells loud : imba imba imba... XD without being able to say something, what should be changed on the original idea, so that the idea becomes in their eyes not imba, but still would be useful...
I'd rather have people say X is overpowered than someone giving out moronic ideas. Either way, these people are giving ideas out, and arguing against an idea is supposed to say "this idea is terrible" not "this idea is terrible, mine is better". Leave the pet limits alone.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by Ugh View Post
With this you could bring 3 Ranger heros with Charm Animal, Call of Protection, and Otyugh's Cry for an invincible meatwall of 18 pets (24 if you brought it too). Or, if you didn't bring defensive skills, you would be in blackout 24/7 because your pets would be dropping like flies.

For a buff to Beast Mastery, I think we would be better off with a fix to Pet AI and some bar compression.
Yeah , those buffs and shouts should be party-animalcompanion-wide , like paragon skills. That would be a good move and will make BMasters powerful when there are 2+ in a group. Also the mini skills bar on a Pet would be awesome , choosing the skills you want them to have or bring pet specific skills so that every pet would be diff from each other ( not only skin and dmg type ).

wild_ookami

wild_ookami

Pre-Searing Cadet

Join Date: Jul 2009

Eccentric Unity

E/R

Not only are the buffs important, but I think they need a better variety in animals....Or is that just me?^^;

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

Anything is powerful in groups.
The fact it only shines decently when you have a high number of them proves how much they suck.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Tyla
- Flesh Golem is an elite skill, so you can't really compare it to a pet. In any case, it attacks incredibly slow and the only factor of it that's good is the fact it has a large amount of health and leaves a corpse behind after-death.
To be fair, a companion requires two skill slots and an attribute investment, while Flesh Golem can simply be attached to a Death Magic bar. The costs are closer to being equal than simply dismissing FGolem due to it being elite would suggest.

Quote:
Originally Posted by Ugh View Post
I think this is the wrong direction for Beast Mastery to go. Creating a mini army is a niche already filled by the Necromancer so this would be unnecessary. And, MMs are balanced by the fact that they need corpses to create an effective army. With this you could bring 3 Ranger heros with Charm Animal, Call of Protection, and Otyugh's Cry for an invincible meatwall of 18 pets (24 if you brought it too). Or, if you didn't bring defensive skills, you would be in blackout 24/7 because your pets would be dropping like flies.

For a buff to Beast Mastery, I think we would be better off with a fix to Pet AI and some bar compression.
Aye. The mass army niche is already filled - beastmasters should be more about having one powerful companion (the exact power being linked to how much is invested in the companion). I don't think pets necessarily need a minibar, but they do need a lower tax to simply be brought onto the battlefield in the first place, and they need to work with allied Paragons and have pet attack skills behave like the pet was activating attack skills for the purposes of anthems.

With the Menagerie, introducing some subtle differences between pets may also be worthwhile.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by Kain Fz View Post
Anything is powerful in groups.
The fact it only shines decently when you have a high number of them proves how much they suck.
False and False.
Take 4 warriors with pvp builds to pve uuuuh superpowerful ? BS. Take 4 well sync Paragons there > unbeatable.
Take 1 Monk to heal 12 on Urgoz ..... sux . Take 3 and done. Some things are made to work well in groups , dont confuse be decent in groups with being 12x more powerful when sync'd with the rest of the team. Thats what im talking about the BM should be with each other and they are not.
If something sux , is gonna sux no matter how many party members are like that / carry same build .

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

Actually, those 4 warriors could all carry mending and healing breeze to heal each other, and their natural high defense would mean you have quite a bulky team.
This is especially useful with Warriors Endurance to act as Energy Storage primary-like energy management to spam mending and heals while dealing damage. One would also carry Vigorous Spirit.

Don't you just love W/Mo?

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

What pets need is more control, more versatility, and not rendering the ranger useless himself if he focuses on the attribute.

That happens with all 3 'leather' professions. Since the weapon becomes useless with no points spend on it, if they want to focus in two attributes, they must forget about physical attacks.

For Dervishes and assassins, they are so spell-caster like that that's not a problem. They can do fine with no points on the weapon, and even when their points are spread between 3 attributes, they still do fine.

But for rangers, that's nasty. The pet alone is no good enough. If they do not put point in expertise, the ranger skills eat up a lot of energy.
The pet alone is slow, and hard to control, it sometimes may run from enemy to enemy.

A ranger goes well with expertise and marksmanship and even spreading attributes even more with another attribute to affect himself.

But when he has to spread to a pet, the spreading is just too big.

The pet is hard to control, it takes to get the to the target, and its attacks are slow (1 ever 2 seconds)

That spedd is to make the pet go with the ranger attacks (bows have an average attack speed of 2 seconds too)

But both bows and pets are almost useless without attack skills. And pets are of no use in HM with a full bar of pet skills, and still bad, since they are 'out of the team' and many of the most effective team affect only party members.

That makes a PvE beast master not '2 characters', but 3/4 of one, having to spread the power so much, and losing so much with a pet that is slow and hard to control.

Pets could have 4 skill slots to compensate that, and in there, you could insert pet attacks and pet attacks only, and its attacks would use YOUR energy when you activate them manually, and recharge too when the pet dies. Then, the higher your points in beast mastery, the more likely the pet will activate the attacks on its own, and that would be energy-free for you, using the pet's energy then. Around 50% every time the pet attacks at Beast Mastery 16 should do fine.
4 pet attacks are more than enough to have for a pet, and that would leave room for other skills for the ranger.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by MithranArkanere View Post
Pets could have 4 skill slots to compensate that, and in there, you could insert pet attacks and pet attacks only, and its attacks would use YOUR energy when you activate them manually, and recharge too when the pet dies. Then, the higher your points in beast mastery, the more likely the pet will activate the attacks on its own, and that would be energy-free for you, using the pet's energy then. Around 50% every time the pet attacks at Beast Mastery 16 should do fine.
4 pet attacks are more than enough to have for a pet, and that would leave room for other skills for the ranger.
I already posted that in #28 but sadly , not gonna happen. I dont really think they can buff pets in some way for pve to make a big diff . Maybe my idea of party-animal-companion wide buffs and shouts but pffff , still sht pet IA and almost no diff between them

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

There's an easy way to make pets worth the trouble: make them not disable your skills upon death. Easy fix. Now they're an extra tank and extra dps without any drawback other than using up 2 skill slots. Viola!

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by reaper with no name View Post
There's an easy way to make pets worth the trouble: make them not disable your skills upon death. Easy fix. Now they're an extra tank and extra dps without any drawback other than using up 2 skill slots. Viola!
With all due respect pal , if you think that the 3-5 secs disabling of skills when your pet dies ( 12-15 BM att ) is a real problem and taking that out would be a significant buff ..... you dont know what you are talking about .

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

No, the idea would be to make it viable for people to dump a few points into BM and take a pet along to fill out the empty slots in their bar.

Ugh

Ugh

Krytan Explorer

Join Date: Jun 2009

R/

Quote:
Originally Posted by reaper with no name View Post
No, the idea would be to make it viable for people to dump a few points into BM and take a pet along to fill out the empty slots in their bar.
Pets would still suck and would only be used to fill extra slots on a bar. A real buff would allow pets to actually see some play. IMO, an AI fix (I don't even count this as a buff because it's clearly broken) is most necessary with bar compression following close behind. Also, the buff should apply to both PvE and PvP.

Warning: Long Post

AI Fix:
-Pets now switch targets immediately after the ranger switches targets (unless locked to another target)
-Pets now attack as soon as they reach the foe
-Activation of a pet skill will cause the pet to attempt to use the skill as soon as possible on target foe

Bar Compression (just one):
1. Make Charm Animal into a weak pet rez with a longer activation and recharge than Comfort. Comfort Animal will still see use as it would be faster, rez with more health, and heal.
2. Combine Charm Animal and Comfort Animal.
3. Charm Animal is no longer necessary. Your pet will travel with you whenever you have a pet-related skill (attacks, buffs, heals, etc.) on your bar.
4. Charm Animal is no longer necessary. Your pet will travel with you whenever you have a certain amount of points in Beast Mastery. Required points would scale with level so it requires less investment for lower levels. Investment would have to be at least 5 (8-10 would probably be better) for level 20s to prevent dumping 3 points into BM and using a minor rune for a free pet.

Skill Buffs:
Beastial/Tiger's Fury
10e 10r
Stance. (5...13...15 seconds.) You attack 33% faster. Your non-attack skills are disabled (5 seconds).
-These skills sucked and are unused. Bows attack slow enough already.

Companionship
5e 2c 10r
Skill. Heals you and your pet for 30...102...120 if either of you are below 47...69...73% health.
-The longer duration, double casting time, healing either you or your pet, and lack of res made this a little too much worse than HaO. Even if HaO is elite.

Ferocious Strike {E}
5e 8r
Elite Pet Attack. Deals +13...25...28 damage. You gain 0...3...4 strikes of adrenaline and 3...9...10 energy.
-This isn't really worth the elite slot. This buff will allow nice synergy with W and P skills.

Heal As One {E}
5e 1c 8r
Elite Skill. Heals you and your pet for 25...121...145. No effect unless either you or your pet are below 75% Health. If any nearby allied pets are dead, they are resurrected with 50% Health.
-This would allow nice synergy with multiple BMs by allowing one player to rez while the others drop their rez. However, nearby range is limiting so it's not OP.

Heket's Rampage
5e 10r
Stance. (5...10...11 seconds). You attack 33% faster and do 25% more damage. Ends if you use an attack skill.
-Tbh I have no idea what to do with this one. But it desperately needs a buff; it's pathetic.

Revive Animal
10e 3c 20r
Skill. Resurrects all allied pets in the area (10...70...85% Health).
-6c and short range is ridiculous. Increased e cost and reduced health % to balance.

Strike As One {E}
5e 10r
Elite Shout. Your animal companion teleports to your target and inflicts Bleeding (5...13...15 seconds) and deals +5...17...20 with its next attack. The next time you hit with an attack, you inflict Crippled condition (5...13...15 seconds) and deal +5...17...20 damage.
-Changed to teleport and + damage added to avoid obstructions (i.e. gates in FA) and improve synergy with bow builds (which are rare with BM). Fixing the freezing glitch would be nice, too (but it's not that big of a deal).

Rampage As One {E}
25e 10r
Elite Skill. (6...16...18 seconds.) You and your pet attack 33% faster and move 25% faster. No effect unless your pet is alive.
-A bit over-nerfed IMO. Duration slightly increased.

Symbiotic Bond
10e 20c
Shout. (3...8...9 seconds.) Your pet has +1...3...3 Health regeneration. Half of all damage dealt to your pet is redirected to you and reduced by 3...25...30.
-This was a pretty bad skill and the activate-on-recharge nature of BM shouts causes boring, unskillful play.

Call of Protection
5e 25c
Shout. (10 seconds.) You and your pet have 1...13...16 damage reduction.
-The current skill isn't bad so this change is kinda iffy. But it is still a boring, activate-on-recharge skill. This would also give the ranger some self defense in the BM line so he isn't forced to put points than necessary into Expertise.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Well, yeah, that's the easiest way I can think of to convince people to bring along pets. It wouldn't make people use them for anything other than extra support, but it'd be something, at least.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by reaper with no name View Post
No, the idea would be to make it viable for people to dump a few points into BM and take a pet along to fill out the empty slots in their bar.
How many people nowadays have two empty slots?

Spend one on an Asura summon and you have something that is better than a pet for lower investment. Two more can be filled with PvE skills of the user's choice, and really, the only reason not to take PvE skills is because the alternative is better (and trading two skills for a pet with low beastmastery certainly doesn't qualify). "I am the Strongest!" and Tryptophan Signet are just two possibilities that can be chosen purely on the basis that they don't cost resources to use and thus won't interfere much with the rest of your build - if you've got the adrenaline and/or energy to spare, there are certainly more powerful options.

That leaves five slots to fill. One can be an elite, one could be the good old res-sig (or a hard res with the appropriate profession). You now only have three slots to fill with ordinary skills. If you can't find three useful skills, there's something wrong. I generally find it much harder to decide what skill not to take than to find something to fill an empty slot.

I think the only times I've brought a pet in the last year have been purely for training in one of the following circumstances: 1) When I'm going to be in a devourer or junundu and my skills and attributes aren't really going to matter anyway or 2)When I think my objective is easy enough to achieve that I feel I can afford the handicap.

Ugh

Ugh

Krytan Explorer

Join Date: Jun 2009

R/

Quote:
Originally Posted by draxynnic View Post
I think the only times I've brought a pet in the last year have been purely for training in one of the following circumstances: 1) When I'm going to be in a devourer or junundu and my skills and attributes aren't really going to matter anyway or 2)When I think my objective is easy enough to achieve that I feel I can afford the handicap.
Yes, pets are useless and I find I only take them when something is going to be easy enough that I can afford to have 3.5/4, 5.5/6, or 7.5/8 slots filled. The only places where pets aren't useless are:

Pre-searing. And that's only because skill choices and party sizes are extremely limited.
B/P groups in TotPK. And even then, all they're doing is taking up space.
PvP alongside a R/P. Still not very good.

M @ T

M @ T

Wilds Pathfinder

Join Date: Sep 2006

South of heaven

S E X Y Shinigami[SEXY]

W/

Quote:
Originally Posted by Tenebrae View Post
Really ? i guess you talk about NM because HM is not fun when your pet can be 3 hitted to death by a lvl 28 or something else you dont see coming because all pets are melee ( lol @ that , they should have made some ranged ) and suddenly something explodes and bam 3-6 secs of skill blackout.

The thing is that BM should work in a way that you deal less damage with your weapon ( pretty obvious , att points split ) and your pet should do decent damage with little skills. Hell , they should have a mini skill bar ( with 2-4 skills ) and THAT would be fun .

PD: Dont bring that "uh that would be overpowered" up because we are talking about PvE only
You can spec into beast mastery to make your pet damage a hell lot and also make it take like 80% less damage with all those buffs.

Now if you want to damage a lot with your bow/spear/whatever then you are overpowered. Wars for instance spec in weapon mastery, strength and a bit on utility like Shock. Consider a beast mastery ranger's pet being the axe on a shock axe warrior. Shock for a shock axe war could be d-shot or whatever on a beat mastery ranger.

On the build I posted like 2 pages before, the ranger could use the pet as the primary weapon which was unblockable, unkillable(lolz), degen(with poison+bleeding from the utility skills coming form the /P) and ditch loldamage.

In a few words..

Quote:
Originally Posted by Dahl View Post
People need to learn the difference between underpowered and underused.
As for the PvE quote.. ye, make GW WoW like with extra skills and ofcourse make rangers the new perma-Sf-kind-of-thing. No thanks.

IMO.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by M @ T View Post
You can spec into beast mastery to make your pet damage a hell lot and also make it take like 80% less damage with all those buffs.
Wouah , make a beast tank .... i didnt knew that ! thanks , prob solved
/sarcasm

Quote:
Originally Posted by M @ T View Post
Now if you want to damage a lot with your bow/spear/whatever then you are overpowered. Wars for instance bla bla bla
No , you lack experience here mate. A pet is NOWHERE near an Axe , those comparisons look good on the paper but once you play a BM ingame for a long time , it turns to crap , trust me . Pets would need an IMPRESSIVE boost of attack speed and control to be compared to that.

Quote:
Originally Posted by M @ T View Post
On the build I posted like 2 pages before, the ranger could use the pet as the primary weapon which was unblockable, unkillable(lolz), degen(with poison+bleeding from the utility skills coming form the /P) and ditch loldamage.
Again , fun on the paper , maybe fun ingame .. efficient like a marksmanship build ? not even close , thats the prob.

Quote:
Originally Posted by M @ T View Post
As for the PvE quote.. ye, make GW WoW like with extra skills and ofcourse make rangers the new perma-Sf-kind-of-thing. No thanks.

IMO.
Not so fast kiddo , no one is saying that pets should have 150 armor , deal 40-55 dmg every 1.33 secs and run 33% faster without IMS without investing in BM att . Thats not the main problem and by now , you should know it . Read #59 and #60 .

Aldric

Wilds Pathfinder

Join Date: Jul 2007

[IG]

R/

Quote:
Originally Posted by Ugh View Post
Pets would still suck and would only be used to fill extra slots on a bar. A real buff would allow pets to actually see some play. IMO, an AI fix (I don't even count this as a buff because it's clearly broken) is most necessary with bar compression following close behind. Also, the buff should apply to both PvE and PvP.

Warning: Long Post

AI Fix:
-Pets now switch targets immediately after the ranger switches targets (unless locked to another target)
-Pets now attack as soon as they reach the foe
-Activation of a pet skill will cause the pet to attempt to use the skill as soon as possible on target foe
Yes plz , smarter pets AI and possibly 2-3 pet attack skills queueing aswell
Quote:
Originally Posted by Ugh View Post
Bar Compression (just one):
1. Make Charm Animal into a weak pet rez with a longer activation and recharge than Comfort. Comfort Animal will still see use as it would be faster, rez with more health, and heal.
2. Combine Charm Animal and Comfort Animal.
3. Charm Animal is no longer necessary. Your pet will travel with you whenever you have a pet-related skill (attacks, buffs, heals, etc.) on your bar.
4. Charm Animal is no longer necessary. Your pet will travel with you whenever you have a certain amount of points in Beast Mastery. Required points would scale with level so it requires less investment for lower levels. Investment would have to be at least 5 (8-10 would probably be better) for level 20s to prevent dumping 3 points into BM and using a minor rune for a free pet.
I like Number 4 tbh , possibly with a 9 limit. The pet is your weapon basically and only equips when you meet the req9 limit. If BM were to be buffed we would really have to avoid the situation you mention plus it may stop all the Pro flare spamming E/R Beastmasters you see
Quote:
Originally Posted by Ugh View Post
Ferocious Strike {E}
5e 8r
Elite Pet Attack. Deals +13...25...28 damage. You gain 0...3...4 strikes of adrenaline and 3...9...10 energy.
-This isn't really worth the elite slot. This buff will allow nice synergy with W and P skills.

Heal As One {E}
5e 1c 8r
Elite Skill. Heals you and your pet for 25...121...145. No effect unless either you or your pet are below 75% Health. If any nearby allied pets are dead, they are resurrected with 50% Health.
-This would allow nice synergy with multiple BMs by allowing one player to rez while the others drop their rez. However, nearby range is limiting so it's not OP.

Revive Animal
10e 3c 20r
Skill. Resurrects all allied pets in the area (10...70...85% Health).
-6c and short range is ridiculous. Increased e cost and reduced health % to balance.

Rampage As One {E}
25e 10r
Elite Skill. (6...16...18 seconds.) You and your pet attack 33% faster and move 25% faster. No effect unless your pet is alive.
-A bit over-nerfed IMO. Duration slightly increased.
Like these changes , especially the change to Ferocious Strike. I do like it as an elite but its meh and needs a buff.

M @ T

M @ T

Wilds Pathfinder

Join Date: Sep 2006

South of heaven

S E X Y Shinigami[SEXY]

W/

Quote:
Originally Posted by Tenebrae View Post
Wouah , make a beast tank .... i didnt knew that ! thanks , prob solved
/sarcasm


Quote:
Originally Posted by Tenebrae View Post
No , you lack experience here mate. A pet is NOWHERE near an Axe , those comparisons look good on the paper but once you play a BM ingame for a long time , it turns to crap , trust me . Pets would need an IMPRESSIVE boost of attack speed and control to be compared to that.
Ye, the pet is slow and all, but the War has to be next to his target. The ranger does not.

Quote:
Originally Posted by Tenebrae View Post
Again , fun on the paper , maybe fun ingame .. efficient like a marksmanship build ? not even close , thats the prob.
For pressuring + damage it's all good.

Quote:
Originally Posted by Tenebrae View Post
Not so fast kiddo , no one is saying that pets should have 150 armor , deal 40-55 dmg every 1.33 secs and run 33% faster without IMS without investing in BM att . Thats not the main problem and by now , you should know it . Read #59 and #60 .
First off, I didn't insult you. Mind it. And like I said extra skills is WoWish.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by M @ T View Post
Ye, the pet is slow and all, but the War has to be next to his target. The ranger does not.
¿?¿?¿?¿?¿? . Maybe the Marksmanship ranger does not but hello ! we are talking about PvE BM and yes , ALL pets are melee pal and they have to be next to the target.

Quote:
Originally Posted by M @ T View Post
For pressuring + damage it's all good.
Shame we are talking about PvE and not PvP where pressuring + SOME damage matters ( because that build doesnt go with XXX numbers ).

Quote:
Originally Posted by M @ T View Post
First off, I didn't insult you. Mind it. And like I said extra skills is WoWish.
Neither did i but i guess posting funny images is better . Suit yourself . Extra skills are commonalltimes RPGish ( some ppl are obssesed with WoW lol ), and will solve many problems .

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

all this about stupid skill bar limitations let me hope more, that GW2 won't have such dunb limits for its pve part, but just only for the pvp part of the game....

would also erase for pve the brainless need to travel ever so an outpost, just to be able to exchange some skills in your bar...

this really ridiculous concept of limited skill bars for pve isn't even anywhere near realism, as if characters would forget for an instance douzens of their learned skills, just because you leaved the town or so ... and once you go back you remember all of them again very suddenly oO wtf ...

but thats an other topic XD to come back to rangers ...

it simple would be best, if the pet would be ever at the side of the rangers..heck its one of the class's features..so should it be treated also ..a features, that is only a feature if you have a brainless skill in your bar is for me no feature...

A feature, that is only active, if you have skilled an attribute over a certain point is for me no feature.
Features of classes have to be active EVER. At least the player has to have the option to have the feature active ever, but also the choice to deactivate it if the players wants to do so...


The key of fixing pets lies mostly only in those things:

- Making the A.I. better
- give pets the gameplay, as if they are Heroes, so should pets also be commanded like

if you want the pet to be aggressive, command it the pet, should it be defensive..command it..should it just follow you without any attacking..gof f.u.c.k.i.n.g command it to the dumb A.I and if it should stay just around or go to a certain point on the map...move the cursor over the map and set the flag for the pet

- pets have to be their very own individual beings with own skill bars so that players don't have to waste pet attack skills in their bars that have nothign to search in there...

this would also give the opportunity to bring finally more realism to pet attacks so that pets with for example claws will only receive claw attack skills in their bar...

I found it ever so ridiculous when for example a bear pet performed an pet attack skill, that would for example "only" fit to a spider pet, because a spider can really do poisonous attacks..a god damn BEAR CAN'T... bears aren't poisonous >.<

And pets have as individual feature to be active ever with the only exception the player itself deactivated them and doesn't want them to have at his/her side for any reason.
A player should not nead a skill in the bar, nor attribute points given out to beast mastery to have the pet at the side ... the pet is part of the ranger concept..again...so should it also be treated then.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Aldric View Post
I like Number 4 tbh , possibly with a 9 limit. The pet is your weapon basically and only equips when you meet the req9 limit. If BM were to be buffed we would really have to avoid the situation you mention plus it may stop all the Pro flare spamming E/R Beastmasters you see
Set the requirement according to the pet's level? (9 is pretty harsh for a presearing character, but if a level 5 pet is free and further levels started requiring increasing amounts of BM, that might work...)

Quote:
Originally Posted by M @ T
Now if you want to damage a lot with your bow/spear/whatever then you are overpowered. Wars for instance spec in weapon mastery, strength and a bit on utility like Shock. Consider a beast mastery ranger's pet being the axe on a shock axe warrior. Shock for a shock axe war could be d-shot or whatever on a beat mastery ranger.
A consideration you seem to have missed is that the hybrid beastmastery/weapon ranger has paid for the extra damage they might do. Such a ranger has already giving up the opportunity to double-spec (unless they've tanked Expertise, which is probably not a good idea) and if they quadruple-spec to gain the utility or damage of Wilderness Survival or a secondary profession attribute, their attributes are probably spread out fairly thinly.

All else being equal, a Ranger with a pet is probably only doing about 50% more damage than one without at most and in ideal circumstances due to having to share attribute points between them instead of just raising one to max. They've almost certainly got less utility (they've paid a quarter of their bar just to HAVE the pet, after all), and less Expertise to pay for the skills they've got.

So it's not like Rangers just add a pet to their bar and suddenly they're doing double damage. A Ranger trying to do damage themselves and with a pet is making significant sacrifices to do so, which in the experience of the player community isn't worth the benefits. And a Ranger trying to do damage purely with the pet is just laughable.

Now, it may be that simply improving pet AI will bring this close to the balance point - it certainly should probably be the first thing that's done in case other changes do turn out to be overpowered once the AI improvements come in.

M @ T

M @ T

Wilds Pathfinder

Join Date: Sep 2006

South of heaven

S E X Y Shinigami[SEXY]

W/

Quote:
Originally Posted by Tenebrae View Post
¿?¿?¿?¿?¿? . Maybe the Marksmanship ranger does not but hello ! we are talking about PvE BM and yes , ALL pets are melee pal and they have to be next to the target.
Yes, meaning the ranger himself is safe in the middle/backline while still providing the same damage as most melees in both melee and from a distance.

Quote:
Originally Posted by Tenebrae View Post
Shame we are talking about PvE and not PvP where pressuring + SOME damage matters ( because that build doesnt go with XXX numbers ).
So you want a splinter-cyclon axe-barrage-kind-of-thing for the pet? Meaning you can add volley for instance too for extra eoe? And that is not overpowered? Sure, you do have to spec in BM and Marks but still.. Maby some new BM PvE skills can help there but I wouldn't agree.

Quote:
Originally Posted by Tenebrae View Post
Neither did i but i guess posting funny images is better . Suit yourself . Extra skills are commonalltimes RPGish ( some ppl are obssesed with WoW lol ), and will solve many problems .
You did by being sarcastic, underestimating what people say and discriminating on their age factor(in this case me, but I am 28 tyvm). Secondly, the fact that GW actually has only 8 skills which you can equip is what makes this game wonderfull! Because it requires skill and not wealth to "win".

Quote:
Originally Posted by draxynnic View Post
A consideration you seem to have missed is that the hybrid beastmastery/weapon ranger has paid for the extra damage they might do. Such a ranger has already giving up the opportunity to double-spec (unless they've tanked Expertise, which is probably not a good idea) and if they quadruple-spec to gain the utility or damage of Wilderness Survival or a secondary profession attribute, their attributes are probably spread out fairly thinly.

All else being equal, a Ranger with a pet is probably only doing about 50% more damage than one without at most and in ideal circumstances due to having to share attribute points between them instead of just raising one to max. They've almost certainly got less utility (they've paid a quarter of their bar just to HAVE the pet, after all), and less Expertise to pay for the skills they've got.

So it's not like Rangers just add a pet to their bar and suddenly they're doing double damage. A Ranger trying to do damage themselves and with a pet is making significant sacrifices to do so, which in the experience of the player community isn't worth the benefits. And a Ranger trying to do damage purely with the pet is just laughable.

Now, it may be that simply improving pet AI will bring this close to the balance point - it certainly should probably be the first thing that's done in case other changes do turn out to be overpowered once the AI improvements come in.
I'll agree with most you have said. They do need to spread their attributes indeed. Yes they won't do tons of damage if the ranger specs on both BM and Marks, and he also needs expertise. But, he can have his pet locked on the enemy doing damage, while he sits on the back sniper shooting or spear throwing and disrupting, even eoe damaging with voley.

I totally agree on the bolded part, they shouldn't make the ranger take 2 skills just to bring along the pet and res it if it dies. They should combine Confort Animal and Charm Animal.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by M @ T View Post
Yes, meaning the ranger himself is safe in the middle/backline while still providing the same damage as most melees in both melee and from a distance.
False , clearly shows your lack of experience with a BM. Theres no way in hell a ranger even with 15 marks and 33% ias can do same damage as ANY melee with weap att 15 and 33% ias. Simple , attack speed and weap damage range , dont need proofs , is a fact .
Neither does a BM with 15 points spent because its pet attacks at short bow speed ( every 2 secs almost ) and does a little more damage than a hammer.
So if you split points between marks and BM ... well ...hehehe no , oh god , no.

Quote:
Originally Posted by M @ T View Post
So you want a splinter-cyclon axe-barrage-kind-of-thing for the pet? Meaning you can add volley for instance too for extra eoe? And that is not overpowered? Sure, you do have to spec in BM and Marks but still.. Maby some new BM PvE skills can help there but I wouldn't agree.
No one said that , you accuse me of being sarcastic and now you are overexxagerating things that no one ever asked for , great , i see the irony.
Doesnt matter if you agree or not , when it comes to HM ( because PvE HM is what we are talking here , NM matters sht to BM balance ) , pets need a Buff , if you dont think so , feel free to leave the thread.

Quote:
Originally Posted by M @ T View Post
Secondly, the fact that GW actually has only 8 skills which you can equip is what makes this game wonderfull! Because it requires skill and not wealth to "win".
What has wealth to do with a mini skill bar on a pet that doesnt costs money ?

Quote:
Originally Posted by M @ T View Post
But, he can have his pet locked on the enemy doing damage, while he sits on the back sniper shooting or spear throwing and disrupting, even eoe damaging with voley.
Read first answer , fun ? maybe yes , efficient as a marks build ? not even close. TESTED .

Quote:
Originally Posted by M @ T View Post
I totally agree on the bolded part, they shouldn't make the ranger take 2 skills just to bring along the pet and res it if it dies. They should combine Confort Animal and Charm Animal.
Thats a separate thread , most of ppl agreed that but having "1 more skill" is not going to make almost any diff to pets on HM PvE .

M @ T

M @ T

Wilds Pathfinder

Join Date: Sep 2006

South of heaven

S E X Y Shinigami[SEXY]

W/

Quote:
Originally Posted by Tenebrae View Post
False , clearly shows your lack of experience with a BM. Theres no way in hell a ranger even with 15 marks and 33% ias can do same damage as ANY melee with weap att 15 and 33% ias. Simple , attack speed and weap damage range , dont need proofs , is a fact .
Neither does a BM with 15 points spent because its pet attacks at short bow speed ( every 2 secs almost ) and does a little more damage than a hammer.
So if you split points between marks and BM ... well ...hehehe no , oh god , no.
I'm not an expert here clearly, I just use common sense and whatever experience I have with rangers(mostly GvGing though, not so much in PvE). Let's just say you're right. You still damage with 2(well 1 being the pet)weapons and your character is in the midline/backline.

EDIT: Ok, now I understand what you meant. Well rangers are-don't really know how to say this-different. It depends on how you spec them They can disrupt, pressure and spike but not all together ofcourse. Besides even in HM PvE melees usually use SY and the real damage comes from other sources like Splinter/Barrage .

Quote:
Originally Posted by Tenebrae View Post
No one said that , you accuse me of being sarcastic and now you are overexxagerating things that no one ever asked for , great , i see the irony.
Doesnt matter if you agree or not , when it comes to HM ( because PvE HM is what we are talking here , NM matters sht to BM balance ) , pets need a Buff , if you dont think so , feel free to leave the thread.
How did I exaggerate exactly? I just said that you would wish for a splinter/barrage/cyclon axe or whatever eoe skill you can imagine on a pet.. I didn't mean combined. Choose 1 of your liking that was my intention. Mind me, try understanding before posting.

Since this is a discussion on pets been buffed I have every right to say what i wish. This forum ain't no junta or whatever.

Quote:
Originally Posted by Tenebrae View Post
What has wealth to do with a mini skill bar on a pet that doesnt costs money ?
Well, in WoW you need a good amount of money to buy armors, weapons, skills or whatever to buff the character. Which means the character is getting considered better than another because of it's inventory and the number of skills you have unlocked and have on the ready(which is always in WoW basically) . GW doesn't work like that, it takes skill. I hope I clarified myself on that. In a few words, GW is balanced(whatever that means ).

Quote:
Originally Posted by Tenebrae View Post
Read first answer , fun ? maybe yes , efficient as a marks build ? not even close. TESTED .
I'm really not an expert on this, so I'll take your word on it. But still the ranger is in no emediate danger. Except ofcourse from the blackout effect if the pet dies.

Quote:
Originally Posted by Tenebrae View Post
Thats a separate thread , most of ppl agreed that but having "1 more skill" is not going to make almost any diff to pets on HM PvE .
Hmmz.. Actually I suppose you're right.. In PvP it's a totally different story, but it's not the matter in hands here.

Shasgaliel

Shasgaliel

Jungle Guide

Join Date: Apr 2008

[bomb]

so last update buffed pets and addressed most of the issues mentioned in this topic. There is no point in arguing anymore but time to check whether those buffs are sufficient.

Kattar

Kattar

EXCESSIVE FLUTTERCUSSING

Join Date: Mar 2007

SMS (lolgw2placeholder)

Me/

As Shasgaliel mentioned.

Closed.