sPvP Build – WvW Build
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So, many of us have noted that the pet mechanic is better suited to support-type functionality rather than damage or burst, especially now. We’ve also remarked on how Ranger is at the bottom of the list for several key utilities, such as Stun Breaks, Condition Removal or Stability.
I propose that both of these points can be addressed through a single action, the addition of a new pet. One which, like some current support-able pets such as Bear, Canine, Feline or Moa, has it’s F2 skill be support in nature, but unlike all of these, has it’s other 2 non-primary attack skills be support in nature as well. Essentially a pure support pet.
In addition to the pet being entirely geared towards support, I would also suggest said pet be one who’s primary or base attack be ranged in nature. In fact, not only ranged, but long range….900 units, similar to 2 of the Rangers own ranged options, Shortbow and Mainhand Axe.
In fact, the easiest way to do this, would be to add a new pet subtype to an existing pet family, as opposed to adding 4 entirely new pets. Currently, most pet families have 4 or even 5, while one has only 3 – the Devourer. Technically there are only 3 spiders as well, but lets set that aside for the moment.
So, adding a new Devourer, which is already is a ranged pet to some degree, would be one way to deliver the above. It however has it’s secondary skills already defined by it’s family type, so while it’s F2 skill could be support in nature and fit the ranged pet requirement, it would not fully realize the outline intention. If it were possible to have a pet of this type have different skills across the board from the rest of it’s family, then this may indeed be the easiest method.
If not, a new family of pet would be needed. Something which already existed in game, and again ideally something capable of ranged attack, would be best. Say 3 family members, with the something like the following as skills for a full-on support pet:
New Pet Family Shared Skill # 1: Do 122 damage to target, 900 range (auto-attack)
New Pet Family Shared Skill # 2: Grant Retaliation to Allies
New Pet Family Shared Skill # 3: Grant Protection to Allies
New Pet Subtype 1 F2 Skill: Grant Condition Removal
New Pet Subtype 2 F2 Skill: Grant Stability
New Pet Subtype 3 F2 Skill: Execute Stunbreak
Alternatively, the Skill # 1 could also be support in nature, this would mean said pet would have zero attack capability….this would be perhaps a 3rd bird that could be killed with this one stone, by effectively ensure the pet did no damage, executed no attacks and engaged in no combat, being effectively a perma-stowed buff-granting as sum have requested, with the balancing element of still being targetable and killable.
I believe this is a very reasonable and balanced change, and one which could be easily done – both granting the Ranger access to some utilities it has less access to than all other classes (see below) and giving Rangers who dislike the current reliance on the pet, another option. It also does so using existing mechanics, so should not require much work to put into effect, aside from finding a suitable pet.
On that point…to you my fellow Ranger players, what mob, animal or creature, that is conceivably capable of a ranged attack, would you suggest as suitable to fill the above role?
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Here is a list of aforementioned utilities which are vital for success in PvP, which the Ranger has less access to when compared to the other professions:
-Ranger is the sole profession that can only access stability through an elite or traiting, aside from Thief, which has stealth and does not need it. Also, the one that CAN be accessed via traiting CANNOT be used to stomp or revive etc
-Ranger has access to only 3 stunbreaks, while other classes have four, 5, 5, 5, 5, 6 & 6 (as of the patch this has been raised to 4, but that 4th requires the pet to be near and alive)
-Rangers are are the ONLY ones who have trait-related condition removal that is limited – all other professions can remove all conditions, Rangers can remove only 2 of them. 2 of their other methods depend on their range to the pet…again extremely out of balance with other classes
Not one suggestion huh? Surely some of you have a suggestion for which animal or mob would suit as a new ranged-capable pet…
i think just add a new pet is not enough.
ranger whould need a huge trait rework, skill rework und weapon skill rework.
just compare a condi build ranger with a condi build engi or a dps ranger build with any dps build…
engi and ele shine in much more skills viable, blast finishers knocks huge dmg and can do nearly everything…
at ranger like you have say, not much staby, knocks and just pew pew and pet…
he just can do… dmg with his pet and a bit with condi weapons, but long not like engi or necro atm
for me the most important way whould be, make longbow ranger gameplay like thief gameplay but range one.
a melee dps ranger have to to be like elem and that whould need much much more self skill use, maybe pet skills, but they have to hit less random then.
i think ranger need a full longbow overhaul
offhand axe 5 buff (maybe if press again knock and combofinisher, like engi shield)
a longsword overhaul
sword auto attack rework
shortbow just a bit improves
if done this, they have to look builds dont put points in beastmastery.
best whould be no pet then, but this whould never happen.
here i agree you, there need to be pets like you have say, but the full dmg need go to ranger and the pet have 0 dmg, just heal and buff skills.
it have a reason why only bunker rangers work atm on pvp.
because its a survive class with much evade and regen, he can do not more.
and btw nearly every class can go this way.
but a dmg ranger in condi or dps dont work and it will never work if anet dont use MUCH time for rangers to look over the full mechanic…
sry for bad engl. also i hope i have understand ur post right :P
(edited by Oidmetala.8426)
I want new support-based pets that can’t attack or take damage, and instead having them active boosts your damage, gives some extra cc or condition effects to some of your attack skills, and possibly also boosts your toughness or endurance regeneration or something. That way, the inability of your pet to dodge or block (which is the basis for the entire combat system in this game) won’t get it killed. Also, putting support pets in existing pet types won’t work, because all pets of a given type share at least 3 skills.
A full support pet would be nice. Personally, I just want a pet that creates a smokefield.
I propose that both of these points can be addressed through a single action, the addition of a new pet. One which, like some current support-able pets such as Bear, Canine, Feline or Moa, has it’s F2 skill be support in nature, but unlike all of these, has it’s other 2 non-primary attack skills be support in nature as well. Essentially a pure support pet.
Been saying this for a while now….
Except all 3 of those Skills don’t have to be changed permanently, they just need to change when we put the pet into Passive (or just after making it heel with F3).
There’s already a bit of this to a degree. Take a ReefDrake under water for example and push F2… It puts up a Feedback which is awesome (It just doesn’t last nearly long enough to be useful in PvE right now so it needs a split).
Certainly there are better things that can be done regarding pets, but this suggestion has the merit of requiring very little coding. I have very low hopes that anything will be done to address this issue honestly, so I proposed something that would be as east to do as possible. Given a new pet is a desire on the part of the player base on it’s own, it seemed to be an efficient delivery system for the various interests, without requiring new mechanics.
I think it would be cool, but probably not practical to be able to have 2 pets out at once. That way you could have a "dps"pet and a "support"pet out at the same time.
Of course this is mainly just to fill my rp desires of having two birds out with my t2 human falconer armor.
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