Showing Posts For Acratenn.4157:
I found a dredge loot chest in a cave which opens exactly like the iconic loot chests in Borderlands.
Screenshot: http://imageshack.us/a/img211/2465/gw0032.jpg
I don’t see why not.
The best solution I can give you right now, if you so desire it, is setting your pet’s behavior to peaceful, making it ignore combat till you tell it to attack.
And yet, I assure you that you will lose much more then you will gain by doing so. Pet management in this game can be as basic as hearing the sound of your pet’s death and pressing F4 to summon the secondary pet. No cast time, it doesn’t interfere with your other actions, no down sides. On the other hand, disabling your pet means you lose that one condition, that one knock down, that it could contribute before being defeated.
Besides that, there are at least 2 solutions superior to the one you seek:
- Use a bear. They are tough, have high health, can self-heal and stand their own against an enemy without much help from the player, also allowing you to rain spirit-powered death from afar.
- Use a spider/devourer. These are ranged pets and won’t get in the way between you and your target, especially considering that the only reason enemies attack your pet is because it stops the enemy from getting to you directly. That is, by the way, the dungeon strategy preferred by many rangers.
But in the end, it’s your decision, so choose wisely.
I am truly amazed by this post, because no matter how much I try, I can’t seem to find a single thing to complain about when it comes to using pets.
Nobody is forcing you to take beast mastery traits.
Nobody asks you to sacrifice your trap’s/arrow’s/spirit’s potency for the sake of having a pet.
What you do get is another actor fighting alongside you, increasing your damage, granting you extra utility, interrupting your enemies, buffing your allies and saving your life.
I didn’t play Guild Wars 1, but what I understood from other posts is that having a pet there demanded a sacrifice. But again, this is a new game, and this time around the pet doesn’t have a price tag.
You also asked about stowing your pet, and as I see it it’s identical to town clothes: It wasn’t designed for anything besides role playing value.
So considering all this I ask you, what reason do you really see for getting rid of your class’s unique, and powerful mechanic?
Just ctrl+right click on any skill, including kit attacks, to set it to be the auto-attack. Although you will still need to do it every time you equip a kit anew.
Still, the logic of not having default auto-attack with weapon kits evades me as well, and it does look more like a technical bug unsolved than a design decision.