Miss...miss...thanks pet
I use sigil of ice in my longbow for this reason, also predators instinct trait to slow them down when they hit 50% hp and it can also help to use beastly warden and pets that inflict chill/knockdowns or cripples/immobilize such as alpine wolf, snow leopard, owl, polar bear, white moa or ice drake even then thay can still have a hard time hitting if the player knows how to counter or is naturally resistant to cc’s but it helps out in the long run.
Veteran Of The Mists
Aurora Glade
for BM builds they really need to use Mobility CC’s Main hand sword is perfect for Beastmastery .
Axe+dagger / Sword+ bonfire + beastmastery Spike Trap and muddy terrain , last utiltiy slot quicken zypher (for repostion/attacks/stomps/damage) Entangle elite.
Wilderness, beastmastery , skirmishing Most dangerous game/quickdraw Quick draw is handy if you plan on using gs on a power beastmastery build.
most dangerous game on a support hybrid beastmastery build this version drops wilderness for nature magic and uses Evasive Purity + SoR with two shouts and Heal as one taking nature magic + most dangerous game below 50% maintained for 3secs = 6might on pet + might from sword and Strenght of the pack even without main hand axe the shout beastmaster can rotate through 25might every time you drop below 50% for more than 5secs , which should be easy with Sword+axe / Gs and runes of the defender + Beserker Amulet/maruader.
the Mobility CC on the Sword+axe , Gs is the path of scars and hilt bash with Wolf KD and swap to snow leapord Feline , using nature, beastmastery and skirmishing you can keep a target perma Locked with the spike trap KD+ wolf KD path of scars and instinctive reactions+MDG means you’ll get a speed boost at 50% to on on the hyper offensive which puts on huge pressure as the pet also gains quickness and double might from MDG through nature magic.
you support your pet by playing very Aggressive and your rewarded by 50% hp giving you quickness+lots of might stacks while applying Hard mobility CC .
people will say quickdraw is handy but its mostly for Flexibility and ease of less stress full rotations , though if you take quick draw you won’t need spike trap since Path of scars becomes a very low cooldown but at the cost of extra Spike damage in those crucial moments of crutch plays if 1vs2’s show up the extra burst of might can help down a target faster than quickdraw though quickdraws ability allows a increase in damage and more often survival skills like counter attack ect though doing so means you pass up on that extra PoS>maul and extra strong pet might.
if you did use quickdraw thats more for pure melee builds focused on Dealing direct damage with remorseless and Maul combos where the pet isn’t a major contribution to damage but more for blinds,chill kds.
in the beastmastery role your postions of damage are reversed so the ranger needs to provide the pet with support to allow it to hit.
on one note if you do use the descriptions i mentioned above your pet buffed damage does not effect what amulet the ranger uses so you can easly use Settlers or a defence amulet untill you learn the rotations then swap to Crusader/beserker or Maruader for extra burst.
use birds /15char
Have a mesmer mos form your pet. All his auto attacks will leap towards the target and actually hit.
Funny how that works, right? Too bad it wasn’t implemented to our pets.
To all 3 first commenters you don’t understand it’s not a build issue it’s the whole mechanic that is flawed.
Let’s not talk about the amount of teleport, movement skills that will all delay your melee pet immensly-
People are not static mobs in pvp they move and that’s often all it take for the pet to miss because of the slow, self rooting animation, and remember rangers were designed with pets as part of their dps…
I know it’s a mechanic flaw and it’s not the only one but all we can do right now is help our pets out with whatever cc we can and hope we get lucky, the real problem is our pets were copy/pasted from mobs rather than designed independantly to act like “trained” pets, maybe we can hope for a fix in the next expansion lol
Veteran Of The Mists
Aurora Glade
When fighting melee pets I usually just side step their attacks. Pretty sure most players are used to just move a tiny bit everytime they see the pet trying to hit them. It would work if pets don’t stop to execute their attacks, like players do. A fluid fighting mechanic would help a lot towards actually benefiting from what ANET thinks is the reason why ranger’s damage should be toned down (cause we have pets).
HoT = WvW players forced to PVE
When fighting melee pets I usually just side step their attacks. Pretty sure most players are used to just move a tiny bit everytime they see the pet trying to hit them. It would work if pets don’t stop to execute their attacks, like players do. A fluid fighting mechanic would help a lot towards actually benefiting from what ANET thinks is the reason why ranger’s damage should be toned down (cause we have pets).
and side stepping leads where , into other aoes other forms of attacks(traps) it forces the hand of other players which is why pet don’t hit all the time and to why CC or slowing effects are needed to help the pet hit.
the desgin of pets is not flawed in Pvp the pathing is fine , its just a myth because walls effect anything that has pathing if the pathing route is longer than the lesh range the pet will not move or advance to the target so pet users need to keep a eye on the lesh distance as well and the Attack range.
if the lesh range does not exceed the path route it needs to take to reach the target it will move around the wall towards the target.
though in PvE , there is too much to path on such a large area so generaly pathing is not a major issue though there are areas which have been clearly missed.
lesh range was reduced to stop a ranger sicking the pet on a mid fight from far away 500-700 yards away from a far cap point practicly +1#ing a fight with no risk to the user.
pathing and hitting is really only a issue in PvE.
(edited by Zenos Osgorma.2936)
lesh range was reduced to stop a ranger sicking the pet on a mid fight from far away 500-700 yards away from a far cap point practicly +1#ing a fight with no risk to the user.
I think they should have left the leash range alone, it is not like pets do amazing damage while being unkillable or anything. That was a great unique part about Ranger, you could leave your pet to +1 someone while you moved to another area. Thematically it was totally fine imo.
Hey guys!
So I went experimenting with a full beastmaster build in PvP. It felt great however my success was blocked by one major thing: Melee pets, mainly felines, cannot move when they are executing there attack. This causes every attack they do on their enemy, who can even be walking backwards, to not hit at all. I am kinda of tired of this and it feels like I am being incentivized to play less with the class mechanic.
I understand that fixing some AI can be really hard, but this doesn’t even have to do with that. Therefore I really suggest these animals get attack they can use while moving. At least their autoattack.If any1 else has a solution, idea or anything else he/she would like to comment, please tell me. Right now I am kinda moving away from the class and it could just prevent that.
Thanks, Fvux.
in sylvari starting area, where you help sylvian hounds
you used to be able to turn into a hound. and attack on the move
but your “pet” hound can’t do that.
it sucks =(
Hey guys!
So I went experimenting with a full beastmaster build in PvP. It felt great however my success was blocked by one major thing: Melee pets, mainly felines, cannot move when they are executing there attack. This causes every attack they do on their enemy, who can even be walking backwards, to not hit at all. I am kinda of tired of this and it feels like I am being incentivized to play less with the class mechanic.
I understand that fixing some AI can be really hard, but this doesn’t even have to do with that. Therefore I really suggest these animals get attack they can use while moving. At least their autoattack.If any1 else has a solution, idea or anything else he/she would like to comment, please tell me. Right now I am kinda moving away from the class and it could just prevent that.
Thanks, Fvux.
in sylvari starting area, where you help sylvian hounds
you used to be able to turn into a hound. and attack on the move
but your “pet” hound can’t do that.
it sucks =(
Same as the Mesmer Moa skill, if they use it on your pet, the pet becomes far better…
See → https://www.youtube.com/watch?v=CJ4b4uvJ8tY
(edited by Heimskarl Ashfiend.9582)
Hey guys!
So I went experimenting with a full beastmaster build in PvP. It felt great however my success was blocked by one major thing: Melee pets, mainly felines, cannot move when they are executing there attack. This causes every attack they do on their enemy, who can even be walking backwards, to not hit at all. I am kinda of tired of this and it feels like I am being incentivized to play less with the class mechanic.
I understand that fixing some AI can be really hard, but this doesn’t even have to do with that. Therefore I really suggest these animals get attack they can use while moving. At least their autoattack.If any1 else has a solution, idea or anything else he/she would like to comment, please tell me. Right now I am kinda moving away from the class and it could just prevent that.
Thanks, Fvux.
in sylvari starting area, where you help sylvian hounds
you used to be able to turn into a hound. and attack on the move
but your “pet” hound can’t do that.
it sucks =(Same as the Mesmer Moa skill, if they use it on your pet, the pet becomes far better…
See -> https://www.youtube.com/watch?v=CJ4b4uvJ8tY
it is quite funny that moa morph is based on Human Transformation so the pet is basicly Transformed into a Human machanical core which moves better thinks like Human AI which acts faster too , though thats the clear difference between Human Ai and Pet Ai.
what is creates what you see in that video.
Anet really do need to do a Pet Balance sweep they are nearly 4 Balance patches out of date vs all the other Mechanics in the game.
The only effective way to fix this problem is to remake pets from the ground up to be exclusively for ranger’s uses. Pets as of now are relayed from PVE mobs (animation, skill casting etc), which is one of the reasons why they can’t make too much change because it would either break PVE or require massive rework.
It’s probably never gonna be improved.
The last time they “gave some love” to the ranger, they just make it so that pets activate skills properly and shouts don’t cancel their animation, WHICH WAS HOW IT WAS SUPPOSED TO BE IN THE FIRST PLACE!
(edited by DavyMcB.1603)
Seriously, all they need to do is increase the range of all pet attacks to 300 and make the +30% run speed on Pet’s Prowess a base speed increase.