I won’t sit and chit-chat about cons and pros. The only two times I lost a 1v1 with this build was against a skilled zerker ele and a skilled guardian with spirit weapons.
Majority of 1v1 are wins, the others are ties.
Healing spring dishes out about 35k healing + 1k from rune. <- The pupeteer realized that this is incorrect. Forgive me for my stupidness please. The healing spring heals for a little bit over 12k.
Swap to axes gives another 1k
About 200 hp/sec passive regen + 6 sec invulnerability that won’t kill the pet because 3k armor.
When fight starts, throw that torch and switch weapon set before the hot torch hits the head of your little toy. Throw that icy axe at him and shotgun him with over 9000 axes. Use the advanced aerodynamics of the dagger to evade and poison the puppet and then throw it in his face from 0 inches. Switch to your other set of puppet killer weapons and place your bonfire to make the puppet warm, we don’t want it to have a cold after the icy axe, do we? When that’s over, just keep using your skills as you see fit. Don’t forget to switch weapons whenever you can.
Our little puppet will be full of conditions and we will not be, because we have a strange bond with our pets. The pets like to feast on the 3 conditions it gets for free every 10 seconds.
(Stuff left blank (e.g. no sigils) doesn’t matter, use whatever pets you see fit, change to cleric’s amulet if you don’t want that much healing.)
(edited by solrik.6028)
How about instead of changing it, improve it?
Makes it worth to be stuck in a place for 3 seconds.
Add axes that are thrown out and bounces between enemies
Boost the reflection damage
Boost the whirl damage
In order to find average damage of an attack including crit chance, follow this formula:
(AvDamage*(1-CritChance))+(AvDamage*CritDam*(CritChance))
Where AvDamage is the Average Damage of the attack, calculated by:
SkillCoefficient*Power*WeaponStrength/TarArmor
Where SkillCoefficient is the skill-specific number (usually between 0.35 and 2), WeaponStrength is the average value of your weapon’s strength numbers (i.e. 900-1100 = avg of 1000), and TarArmor is the armor your target has (2600 for a heavy armored level 80 pve target)
I’m at work now. More detailed info to come about damage numbers when I get home. Should I make a dedicated post? =P
That is correct, can you derive please?
Derive what exactly?
The formula works but I am curious about how you found it
In order to find average damage of an attack including crit chance, follow this formula:
(AvDamage*(1-CritChance))+(AvDamage*CritDam*(CritChance))
Where AvDamage is the Average Damage of the attack, calculated by:
SkillCoefficient*Power*WeaponStrength/TarArmor
Where SkillCoefficient is the skill-specific number (usually between 0.35 and 2), WeaponStrength is the average value of your weapon’s strength numbers (i.e. 900-1100 = avg of 1000), and TarArmor is the armor your target has (2600 for a heavy armored level 80 pve target)
I’m at work now. More detailed info to come about damage numbers when I get home. Should I make a dedicated post? =P
That is correct, can you derive please?
You made a mistake, you multiplied by a crit damage modificator of 73% instead of 173% (first Setup)
Weapondamage * Crit Damage (150% base + 23% extra)The wiki says weapon damage equals 150% of base damage + crit damage.
I didn’t actually.
I don’t understand how Weapondamage + (Crit Chance) percent of Critical Damage gives you average… The average is not calculated like that. Average is a number that tells us what each sample should equal with if we want them all to be the same. The results are dependant on the total of the samples. That is why 1+2+7+8+9 has the same average as 2+3+6+7+9.
A 20% critical chance means, theoretically, that one out of 5 shots will be a critical shot. One needs to add 4 regular shots and 1 critical shot to get the average damage of one shot. Any number of shots that is a multiple of 5 will give the same average.
It’s a bit tricky when having 18% because 1 / 0.18 is 5.555555555555555
In this case, you can
Divide 5.55… by 5 to acquire a multiplier of 1.111… which needs to be multiplied by each shot
Or
Round it up because 5.555… indicates that each 5.555…th shot is a critical, which is impossible and, theoretically, you will never score a critical shot on the fifth, thus we can safely say that each 6th shot is a critical.
BUT, since this is not a theoretical game, it is possible to score criticals multiple times in a row with 18% critical chance.
What I’d suggest is aiming the crit chance to be between (X-1) + 0.80 < chance < X + 0.20
(edited by solrik.6028)
The Average damage of the first setup is 3466,65
—————————second setup is 3137,632Including the weapons or just the general stats?
Everything is based on the numbers you wrote on the first post
The Average damage of the first setup is 3466,65
—————————second setup is 3137,632
whoops, a declaration mistake.
the numbers where correct, just the explanation hat a mistake ^^
Weapondamage + Weapondamage x (Crit Chance+ 150%)
That is still not correct, you are adding extra damage multiplied by crit damage + crit chance to an already existing damage. In GW2, the base damage (Skill factor) * (Weapon Str) * (Power) is multiplied by the crit damage factor if the attack is a critical.
I’d go for as high toughness as possible and max out WS for Empathic Bond to make each health point have a higher value, which in-directly increases the value of heals.
If you have 3k weapon damage and 20% crit chance with 50% crit damage, then 20% of that 3k damage will be twice as much. With these numbers, using the first formula from you
Weapondamage + Weapondamage x (Crit Damage + 150%) results in triple damage, equivalent to 150% crit bonus.
The real Crit damage is
Weapondamage x (Crit Damage + 150%)
I don’t really understand Weapondamage + Damage on crit x Crit Chance
A good way to measure average is to Divide 1 by Crit Chance, in this case 1 / 0.2 and the results (5) will tell us how many hit’s it takes to get a critical.
Because of 5, the average can be measured by 3000 * 4 (regular hits) + 6000 (one critical out of five attack) which is 18000 and divide it by the number of attacks (five) and get _ An average of 3600 damage per hit_
The pet would need to be stowed if ranger ever gets such a trait. I have noticed that it takes about 2-3 seconds for the pet to wake up after swapping it. In that time, the pet will just idle as if you were not in combat.
Personally, I would merge the two fixed opening strike trait into a 5p trait, move down the 25p trait to 15p and add the new stealth trait as the 25p trait.
Also, it would be nice if we could stow pet but still have the “Attack” command so that the pet can attack right out of the stow state.
The first thing a designer will tell you is to give them your opinion, not play armchair designer and come up with “fixes” for them. Often what players suggest is what designers will dismiss and fix it their own way. So I don’t bother, and leave the fix up to them.
“Many ranger weapons also have horrendous sustained damage due to crappy autoattacks like ricochet or greatsword or longbow. A ricochet hitting for 197 damage when the opposing bunker ele is hitting for 700 lightning lashes two times for 1400 damage is just dumb. We don’t have the group utility of an ele or engineer or the burst both can have while even bunker so at the very least the sustained damage of our pet should have uptime on a target if our personal damage is to remain so miserable.”
Where are the numbers coming from? Where are the calculations that actually show this? Why are you dismissing the fact that richochet bounces and that Richochet has 900 range while the other only has 200 range?
(edited by solrik.6028)
The problem is that you complain, but do not suggest how it could be improved.
Imagine if you built a car for me and all I said about it was “It sucks” but you don’t know what should be improved……
Giving ranger stealth would require it to loose on other parts (probably end-regen/vigor and/or hp-regen/regen and/or protection). This would be a major downside for a mechanic that is highly overestimated on pvp and nearly useless in pve.
And WvW is getting anti-stealth fields. So, don’t go on and trade your survivability for stealth just yet…
Why? Camouflage breaks on movement…
Devs said they will not change it…
Why did you make a ranger?
How I see is that Anet wanted to make ranger like thieves. They took all the stealths away and gave the rangers a lot of vigor traits so that we can evade instead…
Would a triat “Becomes invisible after standing still for a short time. Any action breaks stealth” be too overpowered?
EDIT: Referring to “Camouflage”
(edited by solrik.6028)
Or why not make the ranger the only class that can track stealthed players?
Blackmoa: wrong on all accounts. The pet can only be used to heal a player in the downed state (it also attacks the player as it would normally, but you cannot control this, so if it glitches then you won’t even have that to back you up). F2 skills etc disappear just like with the other classes. Ranger one of the strongest professions? You MUST be joking. The only thing that could make a ranger on a par with other classes is how good the person playing it is. You don’t need skill to be powerful as a warrior or thief, for example.
Pets can be controlled while downed. They can be instructed to Attack, Return or use their ability. They can even be switched out. The ranger IS the strongest profession, but that depends on how you see it. There aren’t many rangers that can play the class effectively.
Now either go and try out the downed state or stop trolling
I say go Full power/prec/crit gear with points in BM. Having a buffed pet early on helps a lot in PvE
None of the class mechanics are as ‘broken’ as the pets.
7/10 Very nice name. Didn’t give it higher because I doesn’t flow with my tounge.
My ranger is ‘Deheld’. The name was aquired by smashing the keyboard about 100 times before deheld came up, after sitting about an hour thinking about names.
Yes I can run warrior or guardian, but what’s the reason for that? “I roll a warrior because rangers are broken” ?
Versatility is a commodity whose worth isn’t easily weighed.
You’re basically wanting more damage and don’t want to give up versatility. Warriors currently want versatility but don’t want to give up their damage.
Versatility does not mean less damage and vice versa. Versatility in this game means that one can play more than one playstyle. A BM ranger should be as effective as a Non-BM ranger or a Trap ranger.
They aren’t?
As for versatility, it means utility, mainly. What else one can do besides damage and how they can adapt that to situations. It’s not so much ‘what builds can I make’ but what you can do with the skills you have.
They aren’t.
You are correct there with versatility, but think about what a “build” is.
Doesn’t the current set-up get considered a ‘build’ if it’s the one of the different set-ups, which is ultimately used in that particular situation?
Yes I can run warrior or guardian, but what’s the reason for that? “I roll a warrior because rangers are broken” ?
Versatility is a commodity whose worth isn’t easily weighed.
You’re basically wanting more damage and don’t want to give up versatility. Warriors currently want versatility but don’t want to give up their damage.
Versatility does not mean less damage and vice versa. Versatility in this game means that one can play more than one playstyle. A BM ranger should be as effective as a Non-BM ranger or a Trap ranger.
The weapons (this because Anet wants so much ‘balance’) should be equal in average dps. A greatsword should have big hits but slow attacks, a shortbow should be fast but weaker on each shot, a longbow should be slow but strong. The sword should be fast but weak on each strike. All of the 4 mentioned should have the same DPS without traits affecting it.
Not even going to comment on the accuracy of prior posts.
But any who, the OP idea is a welcome change. It would mesh much better with the idea of having to trait to focus, and would allow the potential for much more build diversity.
This was just a quick thought on making the ranger into a ranger that can choose to be a beastmaster
I would welcome having some percentage of the damage taken from my pet and given to me in a heartbeat, however I wouldn’t want a flat pet stat nerf making all non BM pets have even more terrible survival than now just a reduction in their damage.
I didn’t mean all prior posts lol. I meant a single particular one, but wasn’t saying that as to not single a person out and get infracted because I can’t be nice about things.
The liking of the concept still remains though that if damage was split between the player and the pet differently (favoring the player more) and then speccing into Beastmastery provided a higher benefit to the pet, it would help make power specs more viable without being so dependent on the pet.
Not everybody wants to play a pet damage focused build, I personally would love a player damage/pet support build. Traits like compassionate training shows that they have the potential to exist but in practice the pets RNG and lack of meaningful F2 skills on most pets from a utility standpoint (as in, most f2 skills are damage based, and certain support based ones have extremely low durations on boons).
What I can add to the idea, since your right that pet survival would be affected too much, would be to have the pets base toughness and vitality remain high, but reduce their base power/precision. Then, the trait points add 20 points to power/precision (and please for the love of god condition damage as well, so we can get some stronger condition pressure from our pets), but only add 10 to toughness and vitality.
I think that might work.
After some thinking, not a lot really….. The problem in Gw2 is that it’s more difficult to balance skills than in Gw1. The actual problem with this would be that a ranger would be able to go full zerker gear, dump 30 points in BM traitline and end up being way too powerful.
What I am going to write now is from an idea I came up with in one minute. I would make the ranger deal full damage, just like any other class, and have the pet as extra damage beyond 100%. The pet can be nerfed so it’s not as fast, buffed so it’s cast times are very short but compensate with cooldowns and it would be more of an utility than a machine that bites. Traits in BM would define how the pets behave, or give them stances that makes them do a certain action. For example, a trait called “Defensive training” which makes the pet constantly position itself between the ranger and the target to take the hits
Traits like:
“Support training” – Adds a Xs cripple effect to the pet’s attacks, Xs CD
“Offensive training” – Converts X% of pet’s Y stat into Z (Emphasis on “Converts”) Adds A% speed
“XXXXXX training” – Steal boons
“XXXXXX training” – Transfer conditions
etc
Ta-da! Ranger no longer relies on pet for dealing damage!
EDIT: Nevermind
Not even going to comment on the accuracy of prior posts.
But any who, the OP idea is a welcome change. It would mesh much better with the idea of having to trait to focus, and would allow the potential for much more build diversity.
This was just a quick thought on making the ranger into a ranger that can choose to be a beastmaster
No thanks, I am kind of happy where we are now, if that happened the pets and the class would be op and unfun to play. Steamrolling everything isn’t my way of fun if its yours… then roll a fighter or something. Fighter or guard are easymode in this game thieves are too from what I hear when it comes to pvp areas
Why do you assume it will be OP? You can clearly figure out (with common sense) that I did not post any exact numbers. I only said Buff and Nerf.
The problem in pets lies at their pathfinding and jaggy paths they take. Updating the path more often would cause more packets to be sent between the server and clients (same reason for condi caps) and therefore gives anet good reason to leave pathfinding as it is.
I don’t hate pets or anything, I like the ranger class but sometimes I only want to use my pets for utility, thus wasting a large portion of damage.
Yes I can run warrior or guardian, but what’s the reason for that? “I roll a warrior because rangers are broken” ?
What would you say if Anet decided to buff all the weapons on ranger, nerf the pet stats and change the the BM traitline so it gives 500-700 extra stats to pets instead of 300?
@Obscure One: Makes sense. I don’t like it, but it makes sense. I guess it feels like rangers are given the option to not be pet focused, but they’re .. really not. So it drives people to the profession that normally wouldn’t like pets (ie: me) and then leads them to be disappointed at the level of involvement.
You should have the ability to choose where the majority of your damage comes from, while choosing how you want to use the pet your given (utility or damage).
There is no reason to not be disappointed when you find out that you’ve been pigeonholed into playing a way you don’t necessarily want to.
That is a very good idea.
Pets should have stances;
Protective: Always positions itself between the ranger and targeted enemy (pet starts doing this when said enemy hits the ranger for the first time). Pet gets reduced power & precision, increased toughness & vitality. Only attacks if the enemy is crippled, immobilized, stunned or is unable to move.
Balanced: Current
Aggressive: Pet gains extra precision & power and has drastically reduced toughness & vitality. Increased attack speed (like quickness but less than 50% speed increase) Effects only apply when ranger has initiated combat, to avoid abuses like jaguar stealth attack.
Supportive: Pet does more damage with it’s skills (basic attack excluded), reduced damage with basic attack.
The pets have the effects of “Balanced” stance on those stances that has not yet been activated by the ranger initiating combat.
There can be 2 stances choosen (like pets) and those 2 can be switched every 5-10 seconds in combat (no idea how balancing works out)
Imagine the protective stance with bear! Ranger would be able to troll so much!
Maybe “Force” wasn’t the right word, but telling your pet to back off a target you decide you’re not interested in attacking is one part. Watching your pets health and using heals to the pets beneft. These are situations you get yourself in should you actually decide to use the pet.
This is a question about skill. Pet switch is available and the player usually uses his/her healing skill within 30.
Please do not generalise “using heals to the pets benefit” because that is not true, especially when running BM. The pet only attacks a target by itself if it is set on aggressive mode.
Yes. You have the option to ignore the pet 100% of the time. In doing so, there are repercussions. Your pet may attack un-wanted targets. Many bounce skills can now hit you multiple times as your pet is an additional target. If you leave your pet dead, your damage suffers.
I have honestly never had a problem with what you said so this may be more of personal experience.
Pet’s can be great. Man you really pick the most minute things to argue about…
Did you perhaps mean something like “Pet’s can be great if the ranger’s build is BM focused” ?
You clearly came here after someone stomped your favorite turtle or something. Don’t take your rage out on me. This is a discussion. Did you even read the rest of that first suggestion? Obviously not because then your argument wouldn’t make sense. I’ll give you time to do that now. Go ahead, scroll up.
I guess you would’ve responded more positively if I said:
“Anet will not and did not do this because the pets are what makes the ranger class unique. The damage difference between pure ranger (no pet) and other prof are not huge enough to think that rangers are underpowered without the pet. A ranger has methods that helps both the pet and himself.
One more thing, please use a mechanic that actually works well and you don’t have negative opinions about, like the engineer’s for example.”
——————————————————-
Please don’t get me wrong, I don’t want to start a hate-argue or anything like that. Just discuss. I am only stating what my opinions are and/or my experiences with the class.
“So, starting with point 1. Rangers are forced to use pets 100% of the time. Pets
- Force micromanagement, even in simple situations
- Often perform unwanted actions
- Will often maneuver in un-desirable ways
- Provide additional damage at the cost of ranger’s damage
- Perform actions in un-timely manners”
Please provide examples for each
“It is a mechanic you’re forced to use 100% of the time, whether you have any interest in it or not.”
How so? I am not forced to command the pet to attack. I can just ignore it and let it die each time, can’t I?
“It’s been a while, but I believe in Guild Wars 1 if you wanted a pet, you could put the “Charm” skill on your bar and use a pet if you wanted. Why would they get rid of that?”
Spend a minute or less looking it up instead of ‘believing’. They got rid of it because this game is not a remake.
“Pet’s are great, for sure.”
Aren’t you arguing for the fact that pets have horrible AI?
“1) Stop pets from automatically deploying when stowed. Add a signet that gives the ranger +X% damage while the pet is stowed.”
Why not just do this with every profession? Oh right, because it wouldn’t make them unique. What makes Rangers unique are the pet. The damage difference between pure ranger (no pet) and other prof are not huge enough to think that rangers are underpowered without the pet. A ranger has methods that helps both the pet and himself.
One more thing, don’t use the guardian virtues as an example of “good mechanics” if you complain about them!
A build with high crit chance, above average power and 2.6k armor.
What this build has:
-Damage
-Fairly good damage mitigation (Thanks to Protect Me)
-Evades (Vigor ‘n’ kitten)
What this build does not have:
-Condition removal
-Buffed pet
Why is it versatile?
This build – gear-wise – is balanced. The traits define if you will be glass cannonish or spong-ish
What is versatile?
You can
-Take 5 from NM and Sk and put it in WS to gain a pretty good condition removal.
-Take 5 from Ma/NM/WS and put into Sk for Attack of Opportunity
—Maybe follow up with taking some more points from Ma and using them for the pet
—-Which in turn helps with Jaguar spike (Attack of oppoorrunity = stun -> Jaguar stealth crit damage whoooooooo)
Why is this not the perfect build?
No sigils because sigils are expensive.
No runes because runes are expensive.
Evasion/Kite dependant play.
Not for large scale battles.
Skilled use of pets required.
But pets are dumb!!!!
Moa has dazing screech, Fern Hound has regeneration, Wolf has fear and all of them AoE. They aren’t instant and that is the reason why you need to play well, keep your opponent close to the pet when you activate it.
How to become the best player in gw2?
Don’t evade because “I just want a little extra distance”
Don’t use Lightning Reflexes if you have endurance left, the enemy is not in your face or you are using sword.
When using the sword, use Hornet’s Sting to gain distance.
Use Protect Me if and only if: You are fleeing, 4-6 secs left on your healing skill or both you are your enemies HP is low. It’s a waste if you are almost dead and the enemy has over half his/her HP left.
Pay attention to what an enemy does. (For example, an Ele may cast Churning Earth and you get out of the zone. The ele might teleport to you just before (s)he finishes casting.) Evade accordingly.
But….. blahh blahh blahh
News are in!
Running in a party, with a longbow and Muddy terrain + Frost spirit + Speed signet + Spirit elite really helps the party. Muddy terrain when you can choke, frost spirit always, speed just for mobility and the elite when you are outnumbered.
(edited by solrik.6028)
Everybody here talks about zerg fights as if they were
ENEMYENEMYENEMY
NO MANS LAND
TEAMTEAMTEAM
while they actually are
ETAMNSNDAJSIL
DNEANTMEAYMYELAND
ENYMDLOANDTEADNA
This may sound a little stupid, but i would love to see rangers using staff, but not in a magical way, use the staff as physical damage close range weapon
Aka Bo staff
inb4 biased opinions
you should’ve asked in the warrior forum
Chakrams, Katanas (With martial arts animations), Throwing knife, nunchuks, chain, lance, shotgun, bo staff
Well i play a Mesmer (newest), Ele, and Engi apart from my ranger, really enjoying the mes, i like my Phantasms too much, they’re like pets, except they hit more often… and they don’t stand there and laugh at you as you lay there dying… oh yeah, and you don’t have to feed them.
That being said, ranger is still my favorite prof… now if only they had a staff…
I’m mostly PvE oriented (though I do play PvP and 3W) and I have only read that Mesmer sucks in PvE… how true is that?
Guardian!!
Completely different play style and you actually feel useful …
Guardian ranged combat is terrible, so it is melee all the way.You will cry going back to ranger, though .. Ranger greatsword is a wet noodle compared to the guardian greatsword ..
Yup, I know about the greatsword. Had a guardian too but only level 16… I turned off the melee assist and stood inside the mob each time I used the spin attack.
It’s just sad that there are so many guardians and warriors around…
Thief, it’s fun to burst sometimes. For real play I end up back on my ranger though. Sustained damage IS useful in group play.
No thank you to the thief. I have my opinions about it.
Sustained damage is useful, but buffing the whole group is much better. I always slot frost spirit when running dungeons and place it out of harms way. It usually survives everywhere except at the boss(es)
EDIT:
For now, it’s between the Necro or the Guardian…
(edited by solrik.6028)
My main was a guard and a necro, the guard is def easy mode. The guard is great at support with the boons, its nice in dungeons and pve, I am not too much a fan when it comes to pvp or wvw in this game so idk if the guard is good on that side of the board. The necro was fun for a bit too. If you’d like try both of them out, currently I am addicted to my ranger which I am still lvling its a nice change.
What are your opinions about the necro?
I played one only to level 15 or 16 with a friend but he didn’t have time to play so I removed it.
Ranger’s have all the types of styles, it’s just that very few of them are working correctly.
Spirits die quickly and that 10 sec CD is long (I prefer a CD of 1 sec and a very low proc chance instead)
Shouts don’t work properly
Signets are better now
Survival skill are un-focused
Some weapons have issues
You know, the usual stuff………..
Doing any event, it doesn’t feel like I am contributing to it except for normal killing. The ranger is just another rubber-band shooter.
Which prof would be a good change of play style and which would be a good prof for a supporting teamies?
You can also just list your alts if you like…
A very bad idea…. Give the pet the movement speed signet, the 30% faster movement trait and it’s at max move speed. Letting the pets move while attacking will deal about 1k damage or more every second + the ranger. Every single weapon has a form of slowing the enemy down (excep torch and warhorn, duh), use it.
Fyi….. tons of us had been there done that thankyou.
Even in beta if you want me to be specific.What you implying is, it is alright to be handicap, just use the crutches or wheelchair if you wanna follow us to the mall.
My point is that pets would be nerfed a lot if they could attack while moving.
“Summon a storm spirit that grants nearby allies a chance to gain swiftness when attacking.”
SWIFTNESS really? kitten that. ANet please change the benefit for this, the skill activation is great punishing those who come close to a ranger but thats pretty much it.
A few suggestions would be:
-Grants lightning strike with CD of 10 seconds. Benefit burst rangers.
-Dazes foe for 2 seconds. Show some love for melee rangers. CD of 10 seconds.
-Attack blind foe for 5 seconds. CD of 10 seconds. Benefit both melee and range type rangers.
That’s not really fair… Making the ranger OP by giving the party a single-target daze 100% uptime and 5 interrupts per 10 seconds… No, simply no.
Blindness is good when you can control it (for example big attacks). It will just stack up to 20-25 seconds in this case and will most likely be cured with an attack which was easily avoidable.
I would rather have a one or two second quickness from the spirit.
Select a target…
A very bad idea…. Give the pet the movement speed signet, the 30% faster movement trait and it’s at max move speed. Letting the pets move while attacking will deal about 1k damage or more every second + the ranger. Every single weapon has a form of slowing the enemy down (excep torch and warhorn, duh), use it.
After some testing I realised the pet only moves behind if I have the aggro and then I send the pet in. I can see why this is as it is, but I would like to see it keep the enemy between us 2.
E.G
_________________
PET_ENEMY
___________RANGER
Press F1 (Pet moves)
PET______________
____ENEMY_______
___________RANGER
Oh no you need to hit a bear more, which already does awful damage.
Oh no you need to hit a cat two more times
Oh no the pets are so hard to avoid because of their smart AI