Why can't pets attack while moving?
Anet has always been bad at designing competent AI. I don’t see them improving any time soon.
-BnooMaGoo.5690
What I would like to see is for pet attacks to hit closer to the beginning of the animation (.5s-.75s so they could still be dodged), then be unable to perform additional actions until the animation finished – basically an internal cd for all pet skills based on the animation time. That way you could coordinate your pet’s attacks better. It’s always struck me as odd that they made the timing on pets so generally sloppy when the rest of the ranger’s abilities feel so crisp and precise.
Of course, on the other side of the coin, there are some fairly predictable behaviors you can exploit for your benefit (canine insta-leap on swap in leap range, moa heal on swap if health below ~75%-ish, drake tail swipe on swap in melee range, etc.), so I’ll just call it a steep learning curve for now…