(Warband of Wolves )
Blackgate Server
While we all know some of the major issues with our pets, this is an idea I thought about that I haven’t seen mentioned yet so I thought I’d mention it hoping a GM would pop in and think about it.
Once they finally fix the responsiveness issues with our F2 skill I think they should allow the pets other 2 special skills to be used on command as well. If you look at pet abilities, they have so much utility. Multiple combo fields, knockbacks, roots, etc…
The problem is we can’t choose when to use them so the usefulness is minimal. And for those players that don’t want to micro-manage their pets, you could control click to turn each skill to auto-fire on CD if desired.
Just my 2 cp
No. Because that means buffing a class and Anet doesn’t like to do that unless it’s a Warrior.
NERF IT ALL TO THE GROUND
But seriously this isn’t a new idea. People have the been suggesting more pet control since BWE1. Don’t expect anything.
Pets are great except in high level dungeons. They just need to find a way to make the pet not die instantly against champion & ‘boss’ AoE attacks, or let us have an overall worse pet we can equip that can handle that situation.
Was actually thinking the same thing today.The pets’ skills themselves are pretty awesome but not being able to control them takes away any clutch use in pvp.Immagine an engineer who can only use one toolbelt skill and the rest three fire off randomly.
I suggest that every pet should have an offensive skill and a defensive/utility skill as actives,with a third steroid skill (attack faster,bleed) as an auto that activates by the pet.
Immagine how diverse rangers would be if you chose to bring,say a raven that gives you swiftenss on demand,vs a knockdown on demand pet.
Also skills like “protect me” and “sick em” could be bear specific and feline specific skills for example.
The beastmastery tree should be uprooted (porcine/ursine get stability when disabled?) really can you make a more once-in-a-blue-moon trait that limits pet mixing?Make general buffs to pets.F2 skills recharge faster,F2 skills do more damage,pet is faster,pet is more durable,does more damage,gets protection at 50% health,is invulnerable for x seconds at 25% health.Make it work for all pets.
Make skirmishing have traits that create synnergy with the pet,like the one already present where signet affecting both master and pet (moment of clarity is a good example).
In short make pets’ abilities be an extension to the ranger’s toolkit.Being able to have an extra defense/utility ability that is on demand but tied to a pet would go a long way in making rangers both highly customizable and highly fun.
^I agree with sotose. What he put down makes sense, and it makes choosing your pet more viable as you’re choosing skillsets in a sense like they were weapons.
Immagine an engineer who can only use one toolbelt skill and the rest three fire off randomly.
In short make pets’ abilities be an extension to the ranger’s toolkit.Being able to have an extra defense/utility ability that is on demand but tied to a pet would go a long way in making rangers both highly customizable and highly fun.
Engis would freak if they read this since their tool belt skills don’t have the damage potential nor can they use a toolbelt skill while using a normal skill like we can since we and our pet are separate entities. Pets are a bit tough to deal with in dungeons but we’ve just gotta practice practice practice. Still pets already count as our extra defense/utility ability with extra abilities mixed in(whether we control them or not).
Pets are the make or break mechanic for Rangers, we gotta get good at using them if we want to max our potential, same as any Ele with attunements, Mesmers with clones, etc.
People freak out over lots of things,that’s not a reason to not try and make the game better.(some thieves freaked out when other classes’ signets were changed to give 25% speed instead of 10%).
Engineers would still have more versatility and modularity with their skills.Some are even usable off the gcd so they can be cast while using abilities.But that’s not even the point.I can make the owl give me swiftness by telling it to attack and then pulling it back thus triggering the auto skill.I can set a moa to passive,wait for it to get injured then set to attack when I want to AOE heal.Why should I have to jump through hoops to get some basic functionality from the class’s main mechanic?What use is giving the boar a knockdown to only see it decide to use it after an enemy uses stability?I’m not asking for anything overpowered,by all means balance the numbers.I just want to use my pets’ skills in a meaningfull way without fighting the UI.
I agree that Ranger must master the pet.That’s not however justification for the pets remaining broken and not fleshed out.
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