Feedback talk:User/Mora/Animal Companions

The half range attacks, is that half spell range? If so, wouldn't it take less time for your pet to simply run to their target? Even more so if you are using something like Never Rampage Alone. Otherwise, I like the idea. FleshAndFaith 02:51, 10 June 2011 (UTC)
 * Y'know with this I might actually play ranger!--[[File:User Necro Shea mo signature.jpg]] Necro   Shea   Mo  02:52, 10 June 2011 (UTC)
 * The half range attacks are supposed to be like shadow step attacks, but only with "in the area" range. And thank you. ^^ • • • Mora  13:07, 10 June 2011 (UTC)
 * Ok, so same question, would it not be faster to simply have your pet run up on your opponent? I mentally compare it to skills like Mighty Throw and Unblockable Throw, which can both reduce your dps. Also, would you consider taking a GW2 approach to this, in having say, 3 attack slots, 1 utility slot, and 1 heal slot (or a similar idea)? I like the idea though, makes having a pet a much more viable solution for all kinds of ranger builds. FleshAndFaith 21:06, 10 June 2011 (UTC)
 * Well, they're only 1 second cast (attack skill get 1/2 of the listed) . And each pounce is to add a little bit of mobile utility, so they can't get body blocked/kitted for that attack.


 * I'm not sure how forcing certain types of skills would work out, unless they used a code like the 3 max PvE-only skills, but replace it with 3 max Pet attack skills? Mainly, I just want the majority of pet skills off of the ranger's skill bar. • • • Mora  21:14, 10 June 2011 (UTC)
 * It would probably be a localized copy of the GW2 skill bar. Adding a pet specific skillbar would take quite a bit of code itself, so I don't see why adding certain conditions to it would be out of the question. Just for balancing purposes, so your companion isn't basically a furry paragon buffing your party to the point of imbalance. Other than that qualm, however, I think it would be cool. FleshAndFaith 23:00, 11 June 2011 (UTC)
 * I repectifully request that raptors, pandas and rabbits be added to the list! ^_^ --Falconeye 22:28, 14 June 2011 (UTC)
 * I normally am quite skeptical about your ideas but i really like this idea a lot. Allowing pets to have their own skill bar would make them worth taking other than an extra target for the enemy. The limit of skills they can take also seems good, being half your skill bar. The racial skills are also a good find but i would include that allows pets to have a self-heal function and aside the evolution skill for for a utility skill and an offensive skill. The skills themselfs however could use a bit of work. It may be a big task for the live team but it would definitly fix the beastmaster and make it popular again. Damysticreaper 15:19, 19 June 2011 (UTC)

Which skills need a bit of work, and what kind of work? I don't want them to be super powerful skills that basically add a free warrior hero, but I do want each to be useful. I added the '"Bond" skill to be like "As One" skills that the pets equip, each helps heal. • • • Mora  15:52, 19 June 2011 (UTC)
 * Thats just the thing you seem to be overlooking that the ranger is saccrificing it's own skills for the skils for it's pet. They need a small powerup to compensate that loss and if i suggest functions that the ranger lacks in it's marksmanship attribute. Altough i know that is not much what the ranger lacks i would go for conditions and those that the ranger lacks like weakness and deep wound and also a knock down. I would also add energy and energy management and let skills like stances, interrupts, stance removal and adrenaline management cost energy. To help you out a bit:
 * Enraged Lunge adrenaline cost|+ damage|deep wound.
 * Ferocious Strike energy cost|+ damage|energy and adrenaline gain.
 * Scavenger Strike energy cost|+ damage|conditional energy gain.
 * Savage Pounce| energy cost|interrupt|+ damage.
 * Bestial Mauling adrenaline cost|+ damage|weakness.
 * Bestial Pounce adrenaline cost|+ damage|conditional knock down.
 * Brutal Strike adrenaline cost|+ damage|conditional +damage.
 * Poisonous Bite adrenaline cost|conditional + damage|poison
 * Feral Lunge energy cost|+ damage|bleeding.
 * Maiming Strike adrenaline cost|+ damage|cripple
 * Pounce energy cost|+ damage|conditional knock down.
 * Predator's Pounce energy cost|+ damage|unblockable|stance removal.

Also don't forget to add to add some condition and hex removal. Damysticreaper 18:24, 19 June 2011 (UTC) .. that what the main focus of this suggestion is, to remove animal companion skills off of the ranger's bar and give the animal its own skill bar (still "sacrificing" attributes, but you should have to). To the deep wound and weakness point, bears/pigs and wolves. Each of those gives one of the conditions, and you have to pick them (intentionally limited options) if you want access to those on a ranger. Condition removal, maybe.. I'd see it more as a skill that the ranger brings to help its pet. Hex removal, no. Pets are supposed to be accessories to the ranger, not stand alone-all powerful creatures. • • • Mora  18:38, 19 June 2011 (UTC)
 * Animal companions don't have energy, so I used adrenaline. And "Thats just the thing you seem to be overlooking that the ranger is saccrificing it's own skills for the skils for it's pet."

We better wait for GW2, thats exactly the new game mechanic... IMHO I don't think they wanna implement something big like this to old GW1... in pvp rangers have big potential, with that change it'll be completely imba... you can spread 3 conditions with your bow (Poison, Bleeding, Burning at once), also your pet got some additional skills? +Ranger Stances? +IAS? +120 Elemental Armor? +Pet? You have to change the whole class for that. Also: Warriors or derv can use pets too... --Kali Shin Shivara 04:10, 22 June 2011 (UTC)