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Robert Hrouda on pets in dungeons

in Ranger

Posted by: Bobe.3759

Bobe.3759

It can be a mix of the suggested ideas.
For example : F3 skill gives pet a buff to avoid damage and so does dodging.
It doesn’t have to be the same buff, and there can be a shared cool-down to both mechanics or pet’s endurance consumption.

Edit : Pet already gets 2second protection on dodge if traited.

(edited by Bobe.3759)

Greatsword Auto Attack Lacking vs Others

in Ranger

Posted by: Bobe.3759

Bobe.3759

But there are 2 leaps… Which means even though the damage is higher the DPS is not

Greatsword Auto Attack Lacking vs Others

in Ranger

Posted by: Bobe.3759

Bobe.3759

The auto attack on both weapons have about the same numbers, only difference being the attack speed. And the GS’ skill 2 makes up for that difference.
Only other difference i see is how you want the evades/leap to work (considering skill 1-3 of both weapons).

Greatsword Auto Attack Lacking vs Others

in Ranger

Posted by: Bobe.3759

Bobe.3759

They have pretty much the same DPS if you consider GS’ skill 2.
I’m pretty sure the sword’s skill 2 and 3 have less dps than the skill 1. (not tested)
While GS with skill 1 and 2 has about the same DPS as sword’s 1.

How much can a glass canon pet crit for

in Ranger

Posted by: Bobe.3759

Bobe.3759

Now, we need to know which of them stack together and which don’t.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Bobe.3759

Bobe.3759

I don’t like the idea of getting a buff other than invulnerability+prevent the pet from attacking while the buff is active with a cool-down to it;

Because I think it can get overpowered if the buff stays, since we’ll just call it back to buff the pet with swiftness or aegis for example then send it back.

Unless it’s dungeon exclusive there might be a balance issue.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Bobe.3759

Bobe.3759

[…] making the Return mode involve a tighter, firmer, closer handle on where the pet is located in relation to you – so that when you move to avoid an AOE your pet is close enough to your heels to avoid it too. […]

Something along those lines would be great too. So pet can live through an AoE targeted at the player when it’s on ‘Avoid Combat’ mode.

The primary use to this would be to keep buffing pets alive.

It can be done through adding some temporary buff to make it avoid damage when the player dodges (when it’s on passive) or as it was said making the pet stick close enough to the player so it avoids the damage if the player succeeds to exit the red circles.

Edit: This way there will be less micro-management to do when pet is not in combat.

(edited by Bobe.3759)

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Bobe.3759

Bobe.3759

Maybe adding something similar to a downed-state;
When pet gets killed it can have a chance to deal extra damage or recover;
It might be something like the F2 skill being replaced by something more defensive;
It can be exlusive to dungeons too so it doesn’t break the game balance.

The recent patch and channelled abilities

in Ranger

Posted by: Bobe.3759

Bobe.3759

You can map stow weapons to a key which cancels the current action (the same way Esc does)

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Bobe.3759

Bobe.3759

1second dodge on callback (F3) every 5seconds on a trait?
Just some random numbers. You get the idea.