Could pets in GW1 attack moving targets?
it’s not a problem. pets do ridiculous damage. get the 30% movement speed buff in skirmishing line, and above all, cripple your target. pets arent meant to be DoT’s. they dont stick to the target constantly….this would be broken OP.
have you people any idea how much dps pets can pump out? it’s crazy.
Apparently we have no idea…
Back to the original question at hand.
have you people any idea how much dps pets can pump out? it’s crazy.
I know right… My Jaguar often crits for over 2k. It’s pretty high. POP QZ and use the Jaguar’s F2 ability and a mob will melt without you even having to take a shot. I can tell a HUGE difference in mob death speeds between the Jaguar (DPS pet) and a bear (tank pet) when i’m out farming.
ยป My current Guild Wars 2 game annoyances
No, pets in GW1 had to stop to attack just as they do in GW2 and had argueably longer wind-ups before attacking. However, there were more skills available to the Ranger in GW1 that would increase attack speed, which increased the attack animation, and movement speed, which allowed the pet to catch up to targets that had moved away from them.
my owl and jaguar seem to have no problems landing hits on moving targets, as long as they have some sort of movements buff (i.e. 30% speed from traits). and the target doesnt even need to be crippled. but if crippled, u do land more hits.
Have you guys played GW1?
Have you guys played GW1?
The attack still caused your pet to stop moving once it reached a position that allowed it to attack a target as all pet attack skills simply augmented the next attack the pet made. Some of them gave a refreshed or faster attack animation but the bottom line is every time the pets in GW1 attacked they stopped moving to do so.
Pets do good damage (my jaguar do better crit than me) but they need to be able to hit while moving to be really efficient
Did they suffer from the same problems our pets now currently face? (Not being able to attack while moving and hit targets that were moving?)
If so, was this ever fixed?
Ranger pets in GW were even worse than their GW2 counterparts.
Like GW2 ranger pets, GW ranger pets did a lot of damage if you dedicated your build to powering them up.
Also like GW2 ranger pets, they tended to die quickly as soon as the AE started flying, weren’t very responsive and could be easily kited because they stopped moving to attack (wasn’t as big a problem a GW because many other skills weren’t useable while moving either.)
However, they also had the problems of not having their own skill slots (you had to give up skill slots on your own bar if you wanted them to do anything other than autoattack), not being swappable in combat, and dealing almost no damage at all if you hadn’t invested into the Beastmaster attribute line.
In addition to that, they didn’t automatically scale to your character’s level when tamed, so you had to manually level them up by letting them participate in combat for a long time, and they’d be useless until they got near your level. The number of killing blows they got and amount of damage they suffered during the leveling process would also influence their stats so you had to carefully manipulate them, especially if you wanted to build an offensive pet. I remember spending a couple hours casting buffs on my pet and letting it kill low-level mobs so it would come out “dire” instead of “hardy” at high level.
So yeah, we’ve actually come a long way.
[SIC] Strident Iconoclast – BP
I dont know. I kind of miss pet pet evolution. It allowed you to customize what ever pet you wanted for what ever roll you wanted it to fill. Though when the managerie came out it simplified things quit a bit.